Ludeon Forums

Ludeon Forums

  • September 25, 2020, 09:29:04 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - InfiniteRemnant

Pages: 1 [2] 3 4 5
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
« on: May 08, 2016, 01:13:56 AM »
There is an abuse. You can block guests in guestroom, and after they trying leaving after happy night, you can kill them freely (heating, radiation, starvation) and have all their items. Without lose in faction relations.
Good catch. I should try stuff like this myself more often...
I'll look into it. Until then... maybe just don't do it? :P
maybe you could set up something for visitors dying in an unusual way leading to "[faction] are suspicious of you because [name] went missing in your territory. Relations decreased by [number]." instead of just doing nothing?

Will there ever be some option for people who've crashed on your map to stay as guests for a minute? I haven't looked through that section of the game's code, so I don't know if it'd be someone you could grab based on status before they wander off.
I never saw this as an issue. I always capture crashlanders, Spacers don't seem to mind.
To my knowledge the only thing spacer relations effected in past versions of Rimworld was trade ship prices. They'll never attack/visit.
Probably why it's a hidden stat.

Releases / Re: [A13] Hospitality (v1.11b - updated 24.04.2016)
« on: April 24, 2016, 09:18:15 PM »
Help. They won't leave. the non-stop beeping is driving me nuts.

Releases / Re: [A11] RT Mods - now not broken! (20.06.15)
« on: July 26, 2015, 02:24:07 AM »
Does this work properly with 11b/11c?

Outdated / Re: [A11] Darkness
« on: July 22, 2015, 09:00:41 PM »
does this work correctly with A11B/C or is it just for A11?

Yeah ill get to that one, i just didnt like how it was all mishmash texture wise, but perhaps that was part of its charm...

well, first, i like the versions with orange stripes you had under spares better.

the Charge Scattergun reminded me of the RCP90 /w silencer from the N64 Goldeneye game, so nostalgia points there. the pistol and shotgun look the best out of the set and match each other the most.

the other two custom weapons looked good, but the vanilla charge rifle actually wound up looking silly compared to the others. maybe if more of them had a barrel heatshield with holes drilled in it, or the pack included an alternate sprite for the R4 it wouldn't look as out of place?

also looking through the sprites, apparently there were pulse weapons? why did i never see those? huh. they look neat. name kinda makes me think of some kind of sonic cannon...

im willing to do it, but i would need some ideas, mostly on the traders side and boxes side.
Should there be separate trader for boxes, or other means to get rid of them for silver ?
i would have only the bulk goods trader carry and accept packed goods, and the pirate trader carry em but not take em. since the ones they have would be stolen.

Stuff like should boxes have a option to be manually opened(via Float Menu) with some resource loss?
yeah, that would make sense. force the crate open, but you loose the crate and, say, five to ten units of it's content?

are you going to be adding your Charge weapon set at any point?

i realize the way these sets have been rebalanced kinda make em redundant, but that weapon set from OMNI had the coolest designs.

Outdated / Re: [A10] Extended Surgery and Bionics V1.8B
« on: June 28, 2015, 02:10:33 PM »
if minus isn't available, would it be possible for a 3rd party quick fix version to be made? i seem to remember that being done once before.

This is the only surgery mod that i like, the others add too many workbenches, add materials, and at least one adds non-surgical items. I'd really like to see this thing updated...

Dont works under a10, will start fixing it in 2 days :)

Any progress?

Bloodstain deterioration saved me a lot of needless work cleaning up after battles, so i for would love seeing it back.

I haven't played A11 yet, still waiting on a few mods.

any eta on bringing this stuff up to date with a11? or at least getting all of the a9 stuff up to a10?

Outdated / Re: [MOD](Alpha 9) Fix Solar and Geothermal (1.4)
« on: May 10, 2015, 02:16:06 PM »
Any ETA on an A10 version? or if not, any recommendations for a substitute?

Pages: 1 [2] 3 4 5