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Messages - Beyondfubar

#1
I think one of my eyes just rolled back into my head.  That doesn't sound so hard, of course the coding is a bit foreign.. but hell after this data structures exam I'l be ready for anything (I hope) thanks! Out of sheer curiosity, what would a compatibility patch between CE and Doors expanded look like? Is that a rewrite of that mod or JecsTools, or something relatively simple? I read where you said that Doors Expanded doesn't like the explosions throwing many projectiles, but any clue why a door mod would be involved in that?

Not a stranger to code that seems to get in the way of unrelated things, just curious and a fan of something other than a 1x1 door, but if it doesn't work with CE I don't run it.  Water and bullets shouldn't magically appear in a game with the depth of Rim World.  Infinite blood when bandages are around also for that matter but maybe later...
#2
@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible? 
#3
The concept for this is just awesome.  How nice does it play with CE?  I see some discussion over the art (I believe?) On the CE thread, I'd like to help with that if I can.  Drives me crazy that there are so few options for middle and high end cannons and turrets.  I posted to steam as well, but figured I'd hit you up in both spots.  I think Noimageavailble was going to do a guide for making mods compatible with CE, but likely is only for guns and races and armor. 

Either way I like playing with very small colonies, with very nice stuff!  I simply can't defend them with 2 guys when Randy sends 25 to 50 pawn raids.  Definitely (need) more cannons.
#4
I have a bit of a question: do bullets pass through pawns?  I love using up ammo so I am always using automatics, so I can't tell but that seems like it could be a thing.
#5
Combat extended is out? Well now I can play Rimworld again! YES! Steam says the last time I did that was September. Guess that means I can play Earth Wind and Fire legally while I harvest prisoners.
#6
Yeah this is such a necessary mod for proper enjoyment of Rimworld.  Did find the Septic/plumbing system of another mod so when (if? I haven't checked since 1.0 released) that one and Combat Extended are back in I'll be back at Rimworld. I do appreciate the new system of "Replace the barrel" for the auto guns in vanilla though, perhaps we'll see both of these great mods added to the base game.  Not too hopeful though, since it seems many people do not share my intense love of CE.  Which I find somewhat odd, if you like a fairly spot on insane depth of simulation why forgo such a clear and integral portion of it?

Anyways hope you heal up NoImage, your creation is fantastic and I've loved the 100s of hours I've spent playing it!
#7
Indeed that is what I meant.  Not worried that it takes time, I'm a Bannerlord fan so years are but a second to wait for such a grateful public in a modder's time spent for no monetary gain.  Although this wonderful game irks me in that I have to create through many stages nearly every single item.. yet water doesn't exist, and guns are magical never ending hoses of bullets.  All hail the modding community with their thankless righting of such wrongs.
#8
1.0 out! Let it begin! Let it begin!
#9
Ideas / Wild animals not scavenging?
June 04, 2018, 10:30:38 AM
Been playing a while and love the game but one thing kind of stands out: wild creatures avoid dangerous situations as much as possible in real life.

Since this game can and does simulate damage remarkably well, why not leverage that to model predator hunting being more of a last resort?

My map's warg and bear populations ought to eat previous kills before making a fresh kill.  Building upon that, for the first few games I avoided removing wild animal kills because I saw the complexity of the system and automatically (incorrectly) assumed that predators would defend these as their property.  Perhaps that would be a good implementation?

Either way if there is a mod that does this I'd love a suggestion, and to sandwich this post between compliments, this is such a great game that I can't believe it took me this long to find it. Amazing!
#10
Outdated / Re: [B18] ManBearPig
May 17, 2018, 05:34:30 PM
We already know there is only one way this can end:

excelsior!

Edit: Now to find a mod that adds capes..
OK that was fun.
#11
Outdated / Re: [B18] ManBearPig
May 17, 2018, 12:47:31 PM
Are you sure it's not half pig, half man-bear?
#12
Second post here on the forums, wanted to thank the author for this amazing mod.  Seems like the depth of this game stops short of consumable projectiles and it really pulled me out of the moment when every single thing must be made and formed.. but my colonists (and the enemy!) can just spray ammo like it's free.  This shouldn't be a mod, it ought to be core.

That said I have one mod that, while it does not crash the game to desktop, it does something really wild.  When this weapon is aimed and preparing to fire the game crawls to a slide show but nothing ever happens. Other 'conflicts' just result to punching but this one just murders the framerate.  Any idea how to fix that on my end? I assume I can just hook it up to an analogous ammo type and run with that but hadn't yet seen any references to that (Except the same question, directly above this response)

Thanks again, this really makes the game for me. I also noticed there is no donation link.. If I can ever get my Java books paid for I'd like to donate a coffee
#13
Just registered to say I love this mod so much!  I did have a question though, what is virulent poison for? It seems to be worth something, and annoyingly when I didn't understand the game well, was the source of many "magic" deaths of prized creatures! Is it just a way to get rid of annoying pawns? Seems like it'd be pretty neat to add to weapons.. although I guess if you can build a thrumbolizard you probably aren't into bows/spears...