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Messages - RemingtonRyder

#1741
Okay so, not sure if this is a bug with Rimworld or with this mod, but since 2.3.1 my colonists won't chop trees unless I prioritise each tree individually.
#1742
Glad you like it. :)
#1743
General Discussion / Re: I.. wha-.. D:
October 19, 2014, 02:37:16 PM
I think that instead of a gradual and arbitrary degradation, a loss of skill should be the result of extreme physical and/or mental trauma, and the corresponding recovery process.
#1744
This one doesn't do much, it simple alters the range of volume for thunder strikes so that people watching your video playthroughs can still hear you. :)

[attachment deleted by admin: too old]
#1745
I agree that the electrical explosions are a bit annoying.

I'm not sure exactly what the criteria for one is apart from rolling against the random incident table, but I know that you can minimise the damage by having separate electrical circuits (to reduce the maximum possible discharge) and by intentionally discharging batteries to avoid filling them too full.  If you can avoid using batteries for some circuits (where you have access to geothermal energy) then do so.

I'll add another version in the top post to turn them off.
#1746
The way I see it though, often times when a slave trader arrives, you may not have any slaves to trade, or you might not have anything to trade for what they have in stock, or they don't have anyone that you want.

When you reach a certain size of population, slave traders are going to stop coming by anyway (yes, even if you just want to sell, not buy).  I'll see how it goes, anyway. :)
#1747
Aw, man.  I must be going blind, I totally missed those grammar errors.

If there's something I've learned over the few years that I've been modding XML, it's that numbers matter.  Fifty-odd downloads equal fifty-odd thank-you notes. :)
#1748
Okay, um to answer the second poster's question, yes, I can pretty much handle anything that Cassandra throws at me.  But, after a while, the whole eclipse-flare-eclipse crisis gets a bit old.  It would certainly be nice if the storyteller used more than just two sticks. ;)

But also, if there are modders considering making some new incidents to add to the mix, then you sort of need to ease back on some of the existing ones, otherwise you could end up with that awkward moment when you're fending off hordes of ravenous boomrats, your prisoners have organised a break-out, and a crashed pod has started a huge forest fire... and there's a frickin' solar flare to boot.

I mean, call me crazy if you will, but even Superman had a hard time with two missiles going in different directions.  I am but a mere mortal. :)
#1749
General Discussion / Re: Rimworld: Secret Troll?
October 15, 2014, 07:23:13 PM
Yeah, the Eclipse-Flare-Eclipse thing is exactly why I made this.
#1750
Twelve word description: Less often eclipses, solar flares. Sanity prevails.

This mod reduces the chance for some incidents to fire and/or increases the time before they can fire again. It also makes some map conditions (resulting from incidents) more exclusive e.g. solar flare won't occur during an eclipse and vice versa.

It also delays the first instance of infestation, malaria and plague incidents.

Alpha 15
v1.4.3 -Dropbox -Workshop - Altered Malaria and Plague incidents to affect a smaller max fraction of colonists (0.33 instead of 0.5).

Alpha 14
v1.4.2 Dropbox Workshop - Altered Malaria and Plague incidents to not fire during the first year.
v1.4.1 - Alpha 14 update. Tighter map condition exclusivity than in vanilla. Infestation refire duration lengthened. All good stuff!

Alpha 13
v1.3.6 Dropbox - Alpha 13 compatibility (including day length). Infestations won't happen for the first 45 days.

Alpha 12d

v1.3.5 Dropbox

License

       
  • You may include this mod in your own modpack. The responsibility of maintaining, adapting and supporting that particular combination of mods falls to you, however. This license still applies even if you do not include it in your distribution.
  • You may create your own derivative mod, as long as it does not have the same name as the original mod. Credit must be given.
  • You may not re-upload this to Steam without my permission.
  • Exception to the above. You may not include any of these mods into a monetised modpack or use them to create monetised derivative mods. This includes donation links.
  • You may use this mod as content in monetised YouTube videos without asking me first (see waiver note below). You do not need to credit me but I would appreciate a link to the modpack and/or a mention in the video's description. :)

  • Ludeon Studios can use the contents of this mod freely in monetised RimWorld-related content without legal repercussions.

QuoteWaiver note

To YouTube,

The content creator using this mod does not need to ask me first to use it in their monetised videos.

Regards,

MarvinKosh
#1751
General Discussion / Re: Rimworld: Secret Troll?
October 13, 2014, 10:45:57 PM
A colonist with a burning passion for Shooting skill, and the Trigger-Happy trait.

Or, as I like to call him, Shotts Missalot.
#1752
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 10, 2014, 07:42:36 AM
The research bit makes metal embrasures tougher, basically.
#1753
Mods / Re: Remove battery explosion?
October 08, 2014, 08:16:51 PM
Batteries will short-circuit in the rain if there is no roof overhead.  That's the other possibility.
#1754
General Discussion / Re: How viable is melee now?
October 08, 2014, 07:10:20 PM
So, here's a thing.  If you have particularly durable doors (stone for example) then you can create a murder box.

Essentially, it is what it sounds like - a tight space between two doors which your melee units can use to quickly cut down enemies which are using fists.  If you like, you can also let the enemies in instead of waiting for the door to be bashed in.  Once the door closes behind them, they have to bash it to get back out.

Against enemies with power armour, clubs are probably your melee weapon of choice, due to the lower damage resistance.
#1755
New release today, featuring Recipe Nurse to add the prison meal recipes to the cook stove.  See top post for details.  Also, let me know if you run into any problems.