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Messages - Ironvos

#16
I'd certainly like to see a distinction between iron and steel, as i've done it in my mod.
But it does require careful implementation.
Rimworld currently is a simplified game.
Adding too many things could complicate things unnecessarily.

For example, while making my mod, i first intended to let mining drop ores.
However i soon found out that this has a bad effect on the game's pace.
Rimworld isn't that fluent at setting up automation and production since everything is pretty much initiated by pawn actions.

Also, you have to think about what significance a certain change actually has on the gameplay value.
Does it matter much if you have to melt everything down first before you can use it?
If it's something unavoidable, then it usually will make things feel tedious.

So i think in the current framework of the game, iron & steel can be done, however mining ores seems like a step too far for now.
#17
Ideas / [Balance] Balancing mood buffs.
February 07, 2015, 07:00:47 AM
When playing the game i often feel like the buffs and debuffs are somewhat out of control.

Imo it would be nice if mood buffs had some sort of mood category to belong to. Those categories would be what determines the final mood. And each category should have a certain cap, either soft or hard cap to make sure that no buffs get insanely low or high.

There could be a category for all food buffs, for environment beauty, comfort (sleeping, eating off the floor etc.) , health, psychology (dead people, slaves), and so on.

This would also make the mood overview a bit more structured. You can still add a button to expand the category to view all the specific buffs inside for details.

It might also make the game feel a bit more organic, as you would at glance be able to see what category you are doing terrible at, and you might act accordingly to add things to buff the mood.
Like if people complain about terrible food, you're not going to solve it by building a gold statue because environment might be maxed already, and you actually would need to make decent food.

Anyway it's something i've had on my mind for a while now, and especially since every alpha new moods are introduced (A9: intoxication, disturbed sleep, ..) it could use some structuring.
#18
General Discussion / Re: Spam Bots
February 03, 2015, 02:57:00 PM
Quote from: Haplo on February 03, 2015, 02:30:13 PM
Quote from: Shinzy on February 03, 2015, 02:23:31 PM
Space janitors! only cleaning and hauling enabled ;D
But.. but.. I wanna have my M-24. It's bot hunting season. ;D
But please don't shoot Mai..

Well, you still get to shoot when you're drafted.
#19
I'm, 30 episodes far now, a lot further than i first expected to get.
And there's still a long way to go as i haven't researched or built everything yet.
So i'm just gonna give my thread a small bump (Something i really never do) as it seems like it's not obsolete yet  :)

Also if you happen to play with my mod, let me know about your experiences and how far you got, it would help me get an idea about where to tweak things for the next release.
#20
Quote from: 15scavenger on January 25, 2015, 04:54:37 AM
im sorry but may i ask.... is it compatible with Edb Interface UI Mod?

Yes it is, i use it all the time myself.
#21
Help / Re: Mod Request : Resource
January 24, 2015, 07:05:46 PM
You have the copper thing a bit confused.
Copper ore is green.
Refined copper is orange.
Refined copper left outside for a long period turns green again. Well at least the upper layer does.
#22
Implementing things is easy.
It's testing, fixing, tweaking and balancing where all the time goes  :)
#23
Ideas / Re: Your Cheapest Ideas
January 24, 2015, 01:42:49 PM
This seems like a big thread, suffice to say i didn't read all 100 pages so not sure if it's been suggested before.

But something i would like to see is the ability to set research prerequisites for recipes. ( for modding purposes )
#24
It looks like an interesting concept.
However i fully intend on keeping my own mod separate from other mods/modders for the time being.
Although i wouldn't have a problem with sharing assets or ideas.
Reasons being that this allows me to do fixes and tweaks whenever i want to, which is often needed as i use this mod for my youtube channel where i often stumble on problems that i need to change.

Another reason, somewhat similar maybe is that Rimworld gets a new alpha about every 2 months or so.
And that means the mod also needs to be updated along with the game, so the shorter the development cycle is the faster i can update it. Not having to rely on others for now makes it so i can update it pretty fast.

Also there's some differences between my mod and Eons.
My mod still starts from the same position as vanilla rimworld does.
A bunch of people from a shipwreck stranded on a planet.
The reasons for research is not so much an advancement of technology like in Civ games, but more a sort of 'reinvention' of how to make things.
Imagine you were stranded on an island.
You would still know what electricity is, or whats guns are, and all that sort of things.
You just don't know exactly how to make it all because someone else has been making it for you, but you have a general idea of how to do it.

Eons seems to be more like the Civ games in where you start with a bunch of cavemen and advance more linearly trough technology.
But still i'm looking forward to see how that mod progresses.
#25
General Discussion / Re: RimWorld change log
January 24, 2015, 11:02:10 AM
So we got beer.
Now there needs to be some way for idle colonists to be more prone to drinking so that we can build a bar for them and watch barfights :p
#26
Nice mod.
To fix your stockpile problem:

You forgot to add

<thingCategories>
    <li>tofu</li>
</thingCategories>

To the tofu section in VegetarianModMeals.xml
#27
6Mb is the right size so that's not the problem.
You must have just deactivated them both somehow.
If you haven't already done so, you can repair your game by going to the ModsConfig.xml file as i have described in the OP and editing whats inthere.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>657</buildNumber>
  <activeMods>
    <li>Core</li>
  </activeMods>
</ModsConfigData>

This will reset your game to the default version.
Additionally you could also just edit this file to make use of my mod like this.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>657</buildNumber>
  <activeMods>
    <li>The Metal Age 0.0.3</li>
  </activeMods>
</ModsConfigData>

hope that helps.
#28
That would happen if you don't have one of thw two (Core or my mod) activated.
Are you sure you downloaded the whole mod and not just a patch?
#29
Outdated / Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
January 18, 2015, 06:20:59 PM
Seeing as they are ceiling lamps, you could make it so pawns can be placed on the same tile as the light.
Removing the <passability>PassThroughOnly</passability> line should do the trick.
Although it will not really show the light bulb anymore when a pawn is on top of it, but it still emits light.
#30
Video / Alpha 8 Modded, Shipwrecked (The Metal Age mod)
January 18, 2015, 12:50:17 PM
I'm back with some more Rimworld.
This time it will be a more building oriented let's play, although no doubt there will still be a lot of action as it is Rimworld after all.
The plan is to eventually escape from the planet with a new ship. This will meanwhile also allow me to research the whole tech tree that i have made.

Playlist
Episode 1
Episode 2
Episode 3
Episode 4
Episode 5
Episode 6
Episode 7
Episode 8
Episode 9
Episode 10
Episode 11
Episode 12
Episode 13
Episode 14
Episode 15
Episode 16
Episode 17
Episode 18
Episode 19
Episode 20
Episode 21
Episode 22
Episode 23
Episode 24
Episode 25
Episode 26
Episode 27
Episode 28
Episode 29
Episode 30
Episode 31
Episode 32
Episode 33
Episode 34
Episode 35
Episode 36
Episode 37
Episode 38
Episode 39
Episode 40
Episode 41
Episode 42
Episode 43
Episode 44
Episode 45
Episode 46

The mods i'm using:

The Metal Age
EdB Scenarios
EdB interface UI
EdB Mod order

There will be 2 new episodes per day.
Hope you enjoy the video's.
And as always, feel free to post comments, i enjoy reading them.