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Messages - Ykara

#136
Maybe I'll include enhancing brain implants again in future updates, but it was much too powerful last version.
And the issue with removing parts is already fixed, look a few post above you to see how you can fix that bug yourself if you don't want to wait ^^
#137
Quote from: toric on January 05, 2016, 05:12:11 PM
the brains stimulator now weakens the brain due to it replacing it. the AI chip probably does as well. (haven't researched yet)
Yep, that's the point. The brain stimulator is only for severly damaged brains so aren't left with immobile vegetables eating up all your food. The AI chip just replaces the brain with 100% efficiency, so it doesn't weaken the colonist. It's the more advanced solution for braindamaged colonists.
#138
Quote from: simon-82 on January 02, 2016, 10:12:01 AM
Quote from: Ykara on January 02, 2016, 10:09:28 AM
Thank you both for pointing that out, I have no idea why I was missing that line. I've just added that line to every single hediff, it will be included in the next update.
No problem. Hope it helps :)

Ah damn, I should listen when the forum tells me there is a new post...
Ykara, I have a question.
How does fixing scars work? I did the operation with synthetic skin but the scars are still there after that.
Yep, it helped, I didn't even realize that I was missing this line ^^
Fixing scars doesn't work for alpha 12, it shouldn't even be available. I've not removed it to avoid problems with existing saves and then I kinda forgot it, so it's still there. The last time it worked was half a year ago for alpha 10, the code was by UMK and then updated by Abrexus, but I've never seen a working solution for alpha 12. Maybe fixing scars returns in alpha 13, who knows.
#139
Thank you both for pointing that out, I have no idea why I was missing that line. I've just added that line to every single hediff, it will be included in the next update.
#140
Support / Re: Login for the forums?
January 02, 2016, 08:17:30 AM
Quote from: colebled on January 02, 2016, 01:48:44 AM
Hopefully this is the right place to post. I bought Rimworld about 2 months ago, and I made this account about two hours ago. I'm pretty sure I used different emails for the game download link and the forum login, and I'm just wondering if it matters or not. Thanks
It doesn't matter at all, I've used different email accounts, too. But you can't become a public tester if you can't prove that you've bought the game, so that could be a problem. But other than that you're fine.
#141
Quote from: LittleGreenStone on January 01, 2016, 11:23:42 AM
Hey, hey, my super soldier will be reduced to a breathing plant then!
As he said, "an unmodified human consciousness can handle".
If you make it so a brain implant negates these side effects completely, I'd have no problem with it!
Of course I'd add implants to counterbalance the debuffs, maybe I could make use of the pointless AI core. But so far it's just an idea, I'll do some testing to see if how it works and if it would really improve balance or not.
#142
Quote from: Grimandevil on December 31, 2015, 11:21:18 AM
Quote from: Ykara on December 30, 2015, 06:36:19 PM
And regarding that "craft your own god kind of thing" - in my opinion that's a nice side effect. And it isn't cheap either and takes a lot of time.
exactly. which makes u sad when he gets that one lethal 'bullet to the head'.

as a variant, there can be some limitations for installing bionics. like the number of prostethes an unmodified human consciousness can handle (like its done in Shadowrun rpg setting). adding some brain implants that boost consciousness, but disable/affect non-combat proficiencies.
Wow, that's a really great idea, small consciousness debuffs, like 3% per bionic and 5% for advanced stuff would be a great drawback! I might actually do that!
#143
Thanks Sens for your post, it's always nice to read some feedback!
And yes, I do agree that EPOE has a balancing problem, especially regarding the advanced stuff. So I've adressed some of your points and included it in the upcoming update. I've already slightly nerfed the ribs and the advanced prostheses, some of the research projects are now more expensive, crafting vancidium too.
But I don't quite understand why you stopped playing, you completely upgraded your colonist with pretty much every advanced prosthesis, what did you expect? ^^
And regarding that "craft your own god kind of thing" - in my opinion that's a nice side effect. And it isn't cheap either and takes a lot of time. So I kinda like it that my colonists are able to beat down a thrumbo with their fists, it's both rewarding and satisfying.
#144
Quote from: ffodivx on December 17, 2015, 01:00:47 PM
Hi there. I did small fix on Medical Drinks for A12 (V 0.12.914 rev777). Make it not crash the game/UI still in place/Texture is visible in the game. Just a naming issue. Please find patched files here: https://www.dropbox.com/s/qkx2h8e893v4rx1/MedicalDrink.zip?dl=0
It is not a full mod zip, just files.

BR
/F
Great, I've just noticed it, sorry for the late response! I'm gonna look into the code and maybe I'll release an "official" alpha 12 update based on yours, if there's demand (and if you allow, of course) ^^
#145
Great! Instant download ^^
#146
Quote from: JuliaEllie on December 26, 2015, 07:01:13 PM
Quote from: Ykara on December 26, 2015, 06:21:50 PM
Oh god, the Eierlegende Wollmilchsau (is there a name for that in English?) is such a great idea, is it available for download?

It was a private mod when A12 was still in testing just to play around with the new animal features in the dev forum and its ridiculously overpowered :D (also the first mod for A12 ever *cough cough*) I can make this public if you like it.
Yes, please! I really want to use this in my heavily modified colony, maybe to counterbalance some hardcore mods and settings ^^
#147
Oh god, the Eierlegende Wollmilchsau (is there a name for that in English?) is such a great idea, is it available for download?
#148
Quote from: MechanoidHater on December 25, 2015, 02:27:13 PM
After updating the mod I cant use my save. I got the messages about missing defs about glass eye and crystal eye. Why did you removed them in the first place?

I don't quite understand. Does the savegame load? Because if the message is visible then the save most likely works, it's just Rimworld bitching about that something has changed. If you don't have a glass or a crystal eye installed or produced, there shouldn't be any problems. And if you do, just use the older version to remove the eye and then update. And I've explained why I have removed them in the update post, they were just making too many problems with the unfinished item system.

Quote from: Dr. Z on December 25, 2015, 02:57:49 PM
CR already has an EPOE fix on their mod page which works hust fine.
Ohh, yes, I've totally forgotten ^^ Thanks, you saved me some time ^^
#149
Mods / Re: [MOD IDEA] Biography mod
December 24, 2015, 09:20:42 AM
Quote from: lyam14 on December 24, 2015, 08:02:23 AM
Hi! I was thinking about a mod that writes down whatever happens to your colonists and allows you to check it out. And, maybe, your colonists could "write" a book about one of them that has passed out, so you could check it out whenever u want to, and it would always be in you colony. It could be done by the game logs or whatever, I have no idea.
Something like that will actually be a feature in alpha 13, so just be patient ^^
#150
Quote from: buder5 on December 23, 2015, 01:41:24 AM
you still trying the harvest the whole body at once?
No, I've tried to but I don't find a way to do this without dll modding. And I'm terrible at dll modding ^^