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Messages - megrim

#1
Outdated / Re: [B18] Invisible Conduits
November 20, 2017, 03:11:06 PM
a17, v2.
#2
Outdated / Re: [B18] Invisible Conduits
November 20, 2017, 11:20:21 AM
Thanks for updating. However, not all of us are on beta yet, and unfortunately, I forgot to disable automatic updates. I have scoured the web for an a17 version of your mod with no luck. Can you please provide it ?
#3
so cool... seems the sky is the limit to modding rimworld.
#4
Mods / Re: [Mod Request] World Map Road Building System
September 25, 2017, 01:47:38 PM
also looking for this mod..
#5
Releases / Re: [A17] ModSwitch - a Rimworld mod manager
September 21, 2017, 11:09:58 AM
I have a request. I dont know how possible this is.

Can you institute an (optional) feature that backs up our Steam Workshop mods?

EG, When we get a mod from Steam Workshop, it zips it up and puts it in a mod backup folder.

1) If the mod gets deleted from Steam Workshop, your mod lets us know, and restores it as a local mod.
2) If the mod gets updated at Steam Workshop, your mod lets us know, and also backs up the update seperately.
#6
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.0
September 18, 2017, 10:42:10 AM
Question for the author: do you play Ark? Also, this looks like a lot of fun... how much meat is a brontosaurus going to yield...? LOL
#7
The part that really bothers me is that Steam Workshop has the power to delete a mod from your system, without your explicit permission.

So essentially, when the author delete their mod through Steam Workshop, they have issued a kill command that deletes the mod on all end-users computer.

In my opinion, this is completely unethical, and a malicious action, equivocating almost to a mod author writing a virus or malware that disrupts a user's gameplay.

I'm well aware of the mod authors rights to stop further distribution of the mod, or prevent others from altering it, or even to try and charge us money (the future), but to issue a clandestine delete command with no prior warning is tantamount to a denial of service action aimed at gamers.

Instead, the author could have chosen to quietly fade to the background and not respond to other requests, or even told us, "I'm done modding. Don't bother me ever again. Here's the keys to the kingdom." Instead, he or she chooses to self-destruct all of their property and causes collateral damage and chaos throughout the RimWorld community. So I would like to know, board moderators, why do you support such behavior in your modder community? Do you realize modders are not as precious as you may believe, and that many people may be able to pick up such skills and produce their own content? Do you also realize that such behavior continues to set a bad example for other modders, and perpetrates a negative stereotype about the modding community? I await your civil response and further discourse, or your 2-week/perma-ban, depending on how you interpret my queries.
#8
I have secured a copy of the A17 English version of this mod. It seems the author is deleting himself off the internet . Please PM me if you would like a copy.
#9
I Pm'ed the author and received no reply.
#10
Help! The mod has been removed from Steam!!!! Anyone know why???
#11
Here is the evolution of my fort. I created it based on suggestions from other people and studying their forts. I dont like killboxes or exploiting the AI, but rather winning through a natural tactical feel.

I will tell you that I am a heavy user of mods, but I did _not_ use the embrasure mod, as I read it is completely OP and breaks the AI

Also note that, despite the fact I have a turret (mannable) from a turret mod, I have never used it.

forgot to mention my mode is "Cassandra" with "some difficulty"

Another comment I will make, is that a sapper raid came, and got confused, and didnt know what to do, after I attacked it and then fell back to my fortress. it came somewhat near the ancient evil on my map, which i did not want sapped. eventually they starved (one bled out) and left.

i did lose 1 dog, pinky, in my fort defense so far. no colonists have perished. this is a source of pride for me. pinky died in the sapper raid. she probably saved everyone's life.

stage 1 of my fort built out. very humble. note the large concrete area poured outside. this was an idea I got from people talking about floor movement. Also, the sandbags. this design helped alot


the fort has outgrown its concrete footprint. people were getting tired of the barracks, and the fort population is growing. the barracks would later cause a 4 man outbreak of sleeping sickness, that devastated the medicine supply. also note the humble beginnings of the hospital, and the leather industry that set up shop in the east. note the kitchen is still pretty humble. 1 lucky person has their own furnished bedroom. agriculture has not began and we are living hand to mouth


the fort has grown much here . the science wing was established for the furtherment of my goal to produce huge amounts of drugs and sell them. prosthetics labs have been estiablisehd, but the colony seeks an expert doctor who wont bumble installations.  after the sleeping sickness incident and a flu incident it was decided by all the colonists that the hospital size should be doubled. a lone scyther attacked and blew out a colonists right lung. the scyther now sits in the fridge, waiting for a mechanist bench to be built and to be disassembled. this would hapen later on, but the doctor botched the operation and the right arm was wasted..


the colony is under the effect of both a volcanic fallout and toxic fallout. everyone is couped up due to the bitter environment outside. running shoes have been laced up, however, to grab the animals when they die from the poisionous dust.


the best part of the toxic fallout event is the meat festival. as you can see, the kitchens overflow and buckle from the avalanche of meat. I think I canned around 400 cans of meat.
#12
it wouldn't be so bad if the game rained colonists on you like dwarf fortress does. (oh, you built a nice statue? here's 30 dudes)

the game is SO stingy about new colonists. and if you lose a skilled colonist, its a huge blow.

that was one great part of dwarf fortress. you never sent out your skilled masons, miners, etc to the front line. you had a trained military.

if this game is going to expect you to fight huge battles (especially with the firepower and the crippling effects of the RNG doing things like permanent incapacitation to the brain, etc... and the completely overpowered grenades that you need to micro to dodge)...

it should be raining colonists on you

i dont mind fighting a big battle, but give me more troops to fight, and dont expect me to fight only with cooks, researchers, etc. then go back to the whole training cycle infinitely as I lose my best people to the RNG.
#13
I rage quit long before rocket launchers. the grenades are enough to piss me off. 
#14
General Discussion / need help building defenses
July 18, 2017, 10:01:34 AM
the raids are just insane in this game. no matter what storyteller you choose, once you get going, you are outnumbered 3 or 4 to 1 in pawns. there is just no way to survive the RNG not taking out 1 or 2 of your pawns in a firefight.

i've even tried adding some mods , nothing really helps

#15
Ideas / Technology requirements and the base game
June 27, 2017, 03:19:26 AM
Hello. I have a suggestion for the developers.

1) Can you make it possible for modders to change the core items in the game to require a certain technology to be unlocked?
2) Consider allowing a society that researches all technologies in their current level to be promoted a technology level? That way, if you start on neolithic and work hard, you can promote to the next leves