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Messages - Dr. Z

#181
General Discussion / Re: RimWorld change log
February 20, 2015, 04:54:07 PM
I think history means the graph in the overview tab.
#182
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(
#183
Just rediscovered this mod because of an answer to an old thread and remembered that there were some pretty cool things and I used this mod often. What do you think about an Alpha 9 rebirth?
#184
Bugs / Re: No roof region doesen't remove stone roofs
February 20, 2015, 04:26:39 PM
It's intentional, as stated above.
#185
You see, that was my concern.
In vanilla:
Let's say you have 200 gold in stock and you want to build a gold wall (for whatever reason).
You needed 120 gold for the wall and could sell the remaining 80 gold for 1,200 silver.

In your mod:
If you have 200 gold in stock you can use 6 of them to build your wall and sell the remaining 194 for 8,730 silver.

That was what I ment with overpowered. You can build more AND get more silver out of a given amount of gold then in vanilla. Also, in a more common case, if you just want to sell the gold to get more usefull stuff you now get the tripple amount of silver for your gold which is definitley nothing I "wouldn't notice".
#186
Sorry if I'm missing something but you say in vanilla you need 20x of a normal resource to make someting out of gold. E.g. 120 gold instead of 6 other material. Now you say you even lowered that, so like 3 gold instead of 6 other material? And you even raised the value? This seems like OP to me.
#187
I keep getting this error message, first only on start menu, but now even when trying to create a new world.



What does it mean?
#188
Ok, this is really a lot of stuff, might be good to have different workbenches. But there is a mistake with the artificial brain: In the description it say Plasteel, but in the ingredients it says silver. Also, did you raise the build costs for everything made of gold according to your volume change? And why is a market price change a balance for higher volme? If I understood this correctly, these two things have nothing to do with each other.
#189
Ok, my thought was that people that are unable to haul but can do other jobs like cooking or building where they need to collect materials can still do that despite being unable to do the "hauling"-job. I thought that could be utilised for that.
#190
"Similar to vanilla" is a very good predicate for mods, and after one of my last colonists had to live with half his brain destroyed I really like the sound of more prostheses. But why the hell do you need EIGHT new workbenches?
#191
Hell yeah how often I wished this, in fact I wrote it just today in the cheapest ideas blog. Thank you.

Do you think you would be able to create a mod to forbid an item only for hauling? E.g. if you have a mined-out mine (yeah...) next to a building site, you want to forbid it to haul but your builders should use it.
#192
General Discussion / Re: Build releases vs modding
February 19, 2015, 02:26:31 PM
As someone who's playing the game since pre-Alpha I can say that the days where RimWorld had to rely on mods to stay interesting during two Alphas are definitley over. The vanilla game has so many content and replayability by now that you can easily play an Alpha without mods. And even if you get used to most things and want something new, you can achieve that with some key mods of high quality which are usually balanced too (balanced in which direction is the question, just because you think they are to difficult, it doesn't mean they're unbalanced  ;)). Of course there's no "these are the good mods" archive, you will have to search for them.

In my opinion Tynan chose just the right time to take longer between the updates but is not taking to long, and there's always a big new feature with every Alpha so the interest of the community stays.
#193
Maybe the wood option is hidden when all the wood on your map is forbidden, but the steel thing is truly strange, seems like a general bug in map generation, which I have no idea of, would try a reinstall. Did you do anything crazy during installing/unpacking the game?
#194
Stories / Kesa
February 19, 2015, 12:28:04 PM
I'm currently finishing my last Alpha 8 colony, and this colony definitely learned me the value of a good support colonist which can't fight. Let me tell you why.

I really don't remember how Kesa joined us, but she was the first (and only) new character to join my initial three colonists. She was a coma child and became a glitterworld empath which mean she's not able to do anything violent. Originally I just recruited her to do hauling and cleaning jobs and planned to sell her into slavery once my colonists could handle the situatuion better and we might have found someone usefull.

But in the very first fight she proved her true value for the colony. I think it was tribals which incapacitated all my three fighters after taking down the first line of turrets. If she would've been part of the fight we would've been probably dead, but because she had to stay back, she was able to carry all three colonists under turret cover back into the main building and heal them up, because she's also a passable doctor. With her in the back we managed to recover (except for all my fighters now having a peg leg) and survived what seemed like dozends of raids and sieges till now (I have a AI core and a ton of gold in my stockpile, as I said, I'm finishing the colony).

Another time I send my at this point only availible fighter to the sandbags (1.12 c/s movement speed) just to recognize that I didn't gave him his gun back after his latest hospital visit. So I created a critical weapons stockpile next to him and ordered Kesa to bring him a weapon from the armory to hold the line once again.

A few fights ago (it's the only possible calculation of times i've got left) one of my guys even got kidnapped, but we managed to stay alive till today with uncountable rescues from Kesa (but also some unbelievable sniper shots and a scyther-melee-kill!).

In future colonys I will always aim to have at least one supporter who is forced to stay out of the fight. Maybe even as a starting colonist with sprinter, but I'm not sure about that. I imagine this also as a use for the personell shields in Alpha 9 and am exited to see how they work.
#195
Ideas / Re: Your Cheapest Ideas
February 19, 2015, 11:58:45 AM
You should be able to set prorities for haulers, so they will haul distant items first without rapid prioritizing or forbidding everything else.
You should also be able to forbid things just for haulers, so if you have e.g. a mined out mine (yeah...) next to a building site, they should't haul it away, but the builders should be able to build with them.