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 - Tomasdav

#1
since you put it here may you add not steam version download aswell? Also is somewhere available list of current challenges?
#2
or maybe a mood boost if you make piece of art with accomplishments of the slayed one sth like never forggoten
#3
planet rotation is only one factor affecting overall temperature living in the dark won´t neccesserily means extremely cold condition but it would be interesting half of the planet without plants
#4
well in the medieval times mod written about is smoked meat and dried berries
#5
to be honest medieval times people did not use freezers, but cellar would be fine addition tho there is a medieval mod in which you can find ice maker and ice box dunno wheter it works as storage
#6
sorry I am not a dogbreeder obviously and just picked up two random dogs which I thought were impossible but some breeds are like that not possible or their offspring is terribly ill or degenerated
#7
The name extra homos is kinda weird tho
#8
Quote from: bartekkru100 on May 12, 2018, 11:42:57 AM
The only thing I really wish was in the game is an ability to breed different types of wolves and dogs together. I know that it'd be hard to come up with a system for this but it's just odd that a labrador can't have a baby with a husky.
well many dog breeds are not breedable between themselves f.e chivavas and shepherds but in current state with mods you might end up with either husky or labrador
#9
Ideas / Re: Infintie Research
May 12, 2018, 06:46:57 AM
Quote from: Yoshida Keiji on May 12, 2018, 12:06:05 AM
Quote from: jasiek0202 on May 09, 2018, 09:34:14 AM
I am sure that everyone has had this situation: a brilliant research colonist reduced to cleaning duties after the last tech has been acquired. Simply adding more technologies will not solve this in the long run. My suggestion: technologies that can be researched in an iterative manner. At the end of each major "branch" there could be a tech that can be researched over and over again for diminishing returns.

For example, after geothermal power is researched, there is "Efficiency 1" for say 1000 points that increases the efficiency of geothermal stations by 10% (of base value). Once that is researched, "Efficiency 2" becomes available for 2000 points that increases the efficiency of geothermal stations by 5% (of base value). This would appear in the same physical space on the tech screen as "Efficiency 1" so that it does not actually grow in size. As each project is completed, the next one becomes available with their cost growing in a linear manner while the benefit they provide follows the sequence k/n where k is a constant while n is the number of the tech. This sequence is not converging - technically any increase could be achieved, but the time to reach insane bonuses would be huge.

This would mean that there is a point in researching late game as you can always get a bigger buff, but colonies would require a very long time to reach "over powered" stats. My other ideas include:

* Faster machining crafting at the end of the gun tech tree
* More HP for turrets at the end of the gun tech tree
* Higher capacity for batteries at the end of the refining and geothermal power tech trees
* Higher treatment quality after vitals monitor
* Higher yield from mining / faster mining speed after deep drilling

I just think it would be great to have something like this for the late game. On the topic of research I am also of the opinion that there should be a technology for crafting simple prosthetic, glass eyes (get rid of disfigured but provide no sight bonus) and maaaaybe even crafting bionics (would need advanced components and plasteel). But that is not relevant here. What do you guys think about having an infinite tech tree?


Fantastic!!! Now that is a WAY to make an entrance to the forums.

We also need alterations in the already existing research subjects.

* I never research "Brewing" in hot biomes.
* I don't research any Drugs except maybe penoxycyline when my starter pawns are 50% all drug interested.
* I never research "Colored Lights"...
* I never research "Autodoors"
* I never research "Packaged survival meals"... because caravanning still sucks.
* I never research "Tube television", unless I'm done with all important ones and I don't want my scientists wandering around, so I give them something to work on but not out of necessity.
* I never research "Electric Cremation" either.


So we already have 5 useless research subjects which I rather have them renamed and purposed for something else within the Suggestions in the forums, take your pick.
Lol dude you what? Brewing and drugs are good for trade, colored lights are cool when you wanna make your pawns disco room, autodoors are kinda stupid cost too much but for someone who is annoyed why not, packaged survival meals are good if you dont wanna have high electric bill in hot biome, tube television is just another possibility of joy its good and electric cremation is great when you have like 200 dead riders dug in ground all around your base. I know that you are using mods so there are things like bonfires etc. But in basic vanilla game theese things are needed
#10
New working program RimFit now on DVD. Yeah I had simmilar idea it would be great if you can change your fat colonist body shape into broad muscular one. Also movement and carrying bonuses would be great, but IMO I would make colonist either faster but lighter or slower but able to carry more stuff otherwise it will be too OP
#11
Still wonder why they call it plasma gun in some games when it shoots melted metal rods tho
#12
Releases / Re: [B18] Psychology (2018-3-18)
May 05, 2018, 10:06:52 AM
Quote from: HolyHannah on April 06, 2018, 06:25:27 PM
So i am loving this mod so far, But I have a long time (300 in game days) married couple that, as far as opinion on each other they have been floating at around 20 opinion of each other  since they had a baby, which is fine, but they just hung out with each other, and after ONE conversation about "their life" suddenly they are at -100. This seems totally absurd. even though it was "a very lengthy back-and forth" i dont thing any single conversation should give -188 opinion points!?

This doesnt seem Realistic in the slightest. Disagreeing on many things over a large period of time i could see how they could perhaps drift apart.  Or maybe 2 or three big arguments like this could lead to -100, But this is crazy to me. maybe if they werent married for so long i could see how one long bakc and forth could make you hate someone, but this one conversation after many years of a decent marriage has just taken it too far. I could understand one huge long disagreement being like -50 or -75, but -188 is just so crazy, and probably impossible to come back from.
Hey what do you know maybe he said something like he is gay or that her mother/sister/colleague is better at ehm hauling? Or maybe she is lesbian or said something about his shaft theese things happen in the real world
#13
Quote from: matheryn on May 05, 2018, 05:18:03 AM
hey albion,

love your mod, I generally try to add it to most of my packs, well the ones that I let go beyond industrial.

one thing that has got me thinking though your mod is called sparkling worlds - glittertech on the rim which to me sounds like it should be top of the notch new tech so what I was thinking is maybe add plasma cannons or plasma guns where they shoot well plasma obviously and give them a %chance that if there target dies from the plasma shot it has that %chance of being turned into a pile of goo which means no loot but also no threat.
Dude do you even science? Plasma gun fires projectile of plasmafied gas or really really hot metallic rods only called plasma because its like really hot, but the energy inside this shot is not enough to turn whole body into dust maybe like destroy the things dead pawn wears on body part hit
#14
Ideas / Re: Forester
May 05, 2018, 06:45:41 AM
Yeah well I am really upset that with some mods there are really ton of stuff you can harvest from nature and its annoying to command harvest on whole map every few days. Colony manager helps tho, your idea for tribal forage is good like they should be able to dig some roots, edible tree skin or sap, edible tree leaves, branches etc. maybe even founding some maggots under stone chunks
#15
Ideas / Re: Underground
May 03, 2018, 02:59:39 PM
There is mod called deepRim for minening stuff from underground you can build something there too but no fossils, for what tho