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Messages - Somz

#46
Outdated / Re: [MOD] (Alpha 6) Mushroom ModA6 1.0
August 16, 2014, 06:51:10 AM
Quote from: Jerethi50 on August 15, 2014, 02:27:08 PM
Updated to alpha 6, Mushrooms now only grow in the dark. So either get some farm able soil in a cave or build a building around your mushroom fields :) Subterranean farming here we come.

they still grow outside fine at night. But any light source even player built will keep them from growing.

Could you make an alternative mod with the old shrooms? It's good they are growing in the dark but that they only grow in the dark...
If it's for balancing reasons it won't change a thing, so they should at least grow in lit in my opinion. =|
My grower is going nuts!
#47
Ideas / Re: Water use
August 15, 2014, 10:08:44 AM
Not a bad idea but is as old as Rimworld itself...^^
#48
Outdated / Re: [MOD] (Alpha 5) Target Practise (v.1.2)
August 14, 2014, 07:09:42 AM
Quote from: murlocdummy on July 11, 2014, 01:56:16 PM
I believe that creating a huntable practice dummy would be the best, but that sounds like something for one of the mechanoid mods.

Yep, huntable target practice would be cool, then we wouldn't have to worry about drafting colonists/looking out for them, they'd just proceed according to their needs.

DO YOU HEAR US, OH MIGHTY MODDERS! Make it happen! ;D
#49
The texture seems a bit...strange, and I have the feeling I've seen something like this before in our world... Hmm.
But anyway, THIS IS SO AWESOME!  ;D
#50
Ideas / Re: Ocean suggestions
August 14, 2014, 06:44:09 AM
Quote from: nils on August 14, 2014, 12:38:19 AM
Agreed, fishing seems like a no-brainer now that we have water. Fishing rods could be a manufacturable item, or one you trade for (locals would be an excellent source, you know, to teach a man to fish as they say).

And the very first thing I did when I spawned on a map with lakes was to check if any sort of bridge had been added.

Finally, if we get really fancy some day... Trenches/moats.

Good idea, though I for one think about the slower paced fishing, send in your colonist and (s)he may or may not catch something in about half a day. Since it would be an unlimited supply of foods, you know...

But the build on water idea is something I do not support personally, sorry  :-\
#51
Ideas / Re: Fishing
August 14, 2014, 06:37:54 AM
Quote from: putsam on August 13, 2014, 11:01:00 PM
all good except in the primer it says no aliens

What aliens? Muffalo, squirrel, boomrat, why not fish? Fishing boats aside, I'd love to see my colonist line up on the coast fishing. ^^
#52
Ideas / Re: Rescuing Friendly Factions
August 14, 2014, 06:35:45 AM
Yep, was suggested about a hundred times already (including me if my memory serves right),
and it's still a good idea! Keep on pestering them so they may make it happen sooner! (no sarcasm intended) ^^
#53
Help / Re: Question: DoT exists?
August 13, 2014, 04:47:58 AM
Quote from: ZestyLemons on August 13, 2014, 03:15:07 AM
It'd be totally possible, and the easiest way would probably to copy the fire code and make start at size 1.0 and extinguish itself over time to 0.0, but that obviously requires some assembly code. Sorry.

Bleh...Yeah, thought as much. Any mods utilizing something like this or something similar?
#54
Help / Question: DoT exists?
August 13, 2014, 01:25:46 AM
Hey folks,
I've been thinking about adding a type of weapon that aside from dealing damage, would also apply a DoT (damage over time) effect, like the incendiary launcher.

Does it exist already?
If not, does anyone know if an effect like this exists, that I could use as the foundation to create a few toxic weapons, as simply as the incendiary launcher applies the burning effect? Without the flames and panic effects of course, a plain old DoT.
Unfortunately I'm not exactly a modder, I can hardly play around with text documents,
so creating it on my own or modifying .dll files is pretty much impossible... :-\
Could I use something for this? 
#55
Quote from: Billy Rueben on August 11, 2014, 04:00:09 PM
Quote from: putsam on August 11, 2014, 01:35:47 PM
Quote from: ZanathKariashi on August 11, 2014, 01:07:34 PM
1. A minimum maximum setting for the Forever bill option. If the base stock-pile drops below the minimum, they'll start making it until the maximum at which point the bill suspends until needed again. This would cut down on some of the micromanagement involved until your colony is large enough to support a dedicated cook.
1. This is already in the game when you select config bill choose do until X times and set the X value

It isn't already in the game. Yes, the minimum setting is, but the maximum is not. Cooks will prepare meals every time the stockpile drops below X amount. It would be nice to be able to set a higher number that they will cook to, so that cooks don't rush back to the cooking table every time someone eats.

Don't know about you but I usually use my cook to cook and clean only, both because there are quite a few mouths to feed and because of butchering leaves a mess every time. So him/her running back every time isn't that much of a pain for me.
#56
Ideas / Re: Rock Crusher
August 11, 2014, 02:48:27 PM
Quote from: putsam on August 11, 2014, 01:39:50 PM

I saw your other post in general on it and yeah I never feel like I have too many rocks in my base unless there in the hallways in which I haul them to make Fake defenses for the raiders in front of my turrets.

Slag takes logger to walk on then normal ground no matter what under it.

Yeah, walls, floor tiles, or just haul them and use them instead of sandbags, as cover, I'm always running low on rock chunks. ^^
Besides, mining a two-tile wide line instead of a one-tile wide line (jesus what a tongue-twister) and making one of the lines a stockpile for rock chunks will (consume more time but) make you have a clear path without obstacles.
#57
Quote from: ZanathKariashi on August 11, 2014, 01:07:34 PM
1. A minimum maximum setting for the Forever bill option. If the base stock-pile drops below the minimum, they'll start making it until the maximum at which point the bill suspends until needed again. This would cut down on some of the micromanagement involved until your colony is large enough to support a dedicated cook.

2. Stockpile options to maintain a minimum or maximum amount of a particular type of item so you can keep a supply of items at a particular stock-pile or ensure that too many of the same aren't placed (especially for the trading stockpile).

3. While I'm pretty sure some similar options is already in the works for the final release, it would be nice if you could talk to visitors and convince them to join your colony without capturing and brain-washing, or trade with them. And/or the ability to trade directly with other villages and factions.

4. I'd also like to see an option to be able to tell colonists to fire from range, no matter the range, and then have them move to furthest possible spot to attack from, instead of only melee orders having unlimited range. (Right click just makes them walk right up to the enemies, and you can only select attack with melee unless you're in firing range).

5. the Ability to actually visit other faction's bases, either to wipe them out, or just go and visit and be able to build up relations that way, as opposed to simply bribing them. And also occasionally get events where they request aid from you as well.

1) I have no opinion on this one, at all.

2) I've already suggested but no problem, it's a good idea (and maybe if we nag enough people they'll implement it faster? ;D )

3) Yep, suggested it as well, at least the idea 'persuasion', convincing a visitor to join. Would be fun.

4) That's something we need...!

5) How do you propose on doing that? With all 3 of your colonists, leaving your base empty?  :o
With randomly generated or pre-built bases? How would you raid a colony when they can attack in 100/200/FPSKiller/'jesus christ I can't see' forces? Besides, defending is easier (most of the times) than attacking, so how many do you think you would lose? It's...not too bad of an idea but I think to make it it work would require a lot of thinking.
For one, if 10 colonists are defending the "small" colonyX (enemy), how comes colonyX attacked you with 150 colonists just a while ago? Would be weird, wouldn't it?
#58
Ideas / Rock Crusher
August 11, 2014, 01:08:20 PM
Ever run into the problem of having too many rock chunks in your underground base?
I did not, ever, but seems like some people does, strangely enough.

So, a crematory-like, rock crusher, eating up electricity while turning rock into a load of dirt, maybe sand when/if the resource will have a place in-game.

Opinions on the matter?
#59
Ideas / Re: Better pneumatic picks
August 11, 2014, 12:59:24 PM
Quote from: vagineer1 on August 11, 2014, 08:18:51 AM
Quote from: bobucles on August 11, 2014, 07:47:50 AM
Is it not disturbing enough that there are fewer rocks inside a frickin' mountain than you can find sitting on the grass?

I think that the amount of rock chunks that spawn on land should be drastically reduced whilst rocks that spawn in a mountain should be significantly increased.

Indeed, I agree. Even though it can be annoying, it should be.
Besides, I for example am using most of the rock chunks for floor tiles and stone walls (extra, inflammable wall layer), reducing the amount mining gives would make things a lot more complicated.

A quick solution would be (and oh boy, I might open a threat about it) a rock "crematory", a fast rock crusher that would turn rocks into a lot of dirt on the floor, maybe sand resource for sandbags
(if and when the resource will have a place in the core game).
#60
General Discussion / Re: Siege defense
August 10, 2014, 02:17:58 PM
Quote from: HatesYourFace on August 08, 2014, 01:47:53 PM
But I do agree with your idea of there needing to be more options. Some kind of energy shield or AA defense that drains lots of power doesn't sound too bad. Might conflict with the established fiction though...I don't think Energy Shields are a part of the RimWorld canon. (At least they seem out of place to me given what I've read in the "Fiction Primer" and what I've seen in game, RimWorld's lore seems to steer clear of "near-magical technologies" like FTL travel etc...)

AA would be nice but...would it be doable? Not game-wise, but would it be possible to shoot down mortal shells in real life?
Also, energy shields may seem out-of-place but then again, charge blasters, mechanoid bugs, vatgrown people, VR just to name a few, there are some high-tech stuff there!

But you're right, dealing with mortal raiders is maybe the easiest. I usually send out 1 maybe 2 snipers and that's it. Mortals will try to shoot them (usually none hits) instead of my base but a few hits and their own mortals will decimate themselves.
Dropping-in mechanoid raids are the most annoying / hard in my opinion, especially when more than 20 centis just appear... I like those moments...  ::)