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Messages - KoalaB

#1
Quote from: Mese on July 31, 2016, 07:45:51 PM
I know im being dumb .. but im on the alpha 14 steam version , getting the workshop mods into the game is easy ... but I dont know how to get the forum mods into my steam game :( .. help !

Throw the unpacked mod folder into Steam/steamapps/common/Rimworld/Mods

Then load it in game through the load menu.

Cheers.
#2
Quote from: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.

Im not sure how difficult it is to code, but perhaps it would be possible to make them attack both doors and walls at random? And decrease the damage to structures if possible? Maybe even make some of them passive towards structures. A zombie is stupid in its nature - it should attack any source of sounds, including buildings, but it wouldn't know that a door is the weak spot, so the chance it would scratch walls is the same as attacking doors.

If all zombies are passive to structures I'm afraid they'll turn into nothing more than guard dogs behind gates. They will kill incoming riders but won't care the slightest for colonist behind the fence.

Btw, thanks for the hard work on this great mod.
#3
Quote from: Tynan on May 21, 2015, 12:32:07 AM
Let's relax the anger, please.

Well, you know how it is, tempers get frayed during a rimzombie apocalypse.  ::)

Just to make thinks clear for everyone. I have nothing against a discussion whether a mod idea works or not for sb. I was just throwing ideas how to enjoy and get into the given mod.
#4
Quote from: Shtuka on May 18, 2015, 07:39:28 PM
One of the best mods is dead  =(

Could you stop nagging already and spreading misinformation? Justin was here just a week ago and said he is working on it. The only thing that whining like this can accomplish is dissuading a modder from being active on the forum, cos who wants to answer to things like this every second day?

Quote from: Adamiks on May 19, 2015, 07:06:54 AM
In my opinion zombies in Rimworld are just annoying. You must take care about every colonists and you must lead by hand every colonists that decided to come out of the base. You must also look on all the map if there are any zombies. In general this mod is a bit.... weak without smarter AI (AI that will take care about yourself in danger).

That's pretty much the problem in the game in general, not only here. But I do understand that part of the nuisance is caused by how zombies roam until they get aggro and you only get notified after you are bitten. Then again it's kind of climatic if you look at it from another perspective. I usually build a fence (I used a mod which creates cheap, weak fences through which you could shoot through) around the perimeter and close the gates so that no one wanders away from the safe zone. When I want to get resources from the outside I cleanse the map first. In other cases I would just risk random bites because I forgot about someone...
Now if you look at how the zombie genre works then in general there are basically two zombie dangers:
1) Zombie hoards overrunning the safezone (which works in this mod)
2) Somebody getting bitten by random cos he didn't pay enough attention (and this is kind of simulated by the low AI)
#5
Just a thought:

Is it within the modding possibilities to change events and link them to body parts? Like for example a Solar Flare making all bionic parts x% less efficient. Or maybe creating an event similar to that droid that changes the mood of males/females. Because at the moment bionics just seem like a non-brainer if your colonist is not a prostophile and you can afford it, you do it. Maybe creating some negative, random events would make you think twice before changing that perfectly healthy individual into robocop.

Maybe it would be possible to make them chargeable like some droid mods are atm? (Like in - they would be much less efficient when not charged)

Then again maybe it could somehow work with the new fun system (chess, stargazin etc.) that Tynan is incorporating in the next build...then maybe bionic parts would cause you to experience less fun...cos you know...it's more fun to play with your regular penis body parts rather than with bionic ones.
#6
Ideas / Re: Your Cheapest Ideas
March 15, 2015, 07:15:09 AM
A way to ransom prisoners would be cool. It might just use the old space traveler mechanics but instead the message "The Brutal Murderers want to make a deal" message appears at which point you have time to call them as a normal trader. They would trade in both their faction prisoners in your custody and your kidnapped colonist.
#7
Quote from: Bongfu on March 10, 2015, 03:40:06 PM
This is why we should have the ability to manually open autodoors. It could be used to flood an area with outside air, create traps, and unique temperature management options.

I would love it work exactly the other way round. Fire should extinguish itself when there's no more oxygen (i.e. doors closed). Just like it works in FTL. Of course that wouldn't be very effective with wooden walls.

Then again adding oxygen doesn't seem like the best idea. Maybe just codding the fire to extinguish faster in closed-small rooms would be possible at some point.
#8
QuoteIt needs the cowboy hat
You were absolutely right, the muffalo looks way more confident about itself with the hat.


#9
Remarkable work!

It even inspired me to make a plagiarized copy of my own.

Yeah...at first i was aiming for a bad-ass mounting a buffalo, with weapons in hands, hillbilly fashion. But at the end it kind of turned into a different kind of mounting.



Yeah...I should probably stay away from making "art".
#10
Stories / Discworld - Rimworld
March 12, 2015, 07:03:40 PM
In honor of Sir T. Pratchett who has passed away today I've decided to create a Discworld colony. Not much of a story at this point, but I wanted to share Rincewind with you guys (and yeah, it should have been "maggus" not "wizzard" still... close enough).

If there are any ppl who will show their interest in reading Discworld-Rimworld stranded character stories, I think I can give it a shot.

#11
Mods / Re: [REQUEST]Colonists interested in art
March 12, 2015, 08:49:27 AM
That would somewhat nullify the role of the whole beer industry, especially that you only have to produce a statue once . But I think it would be niece for some colonists to have a trait that makes them enjoy art (maybe an additional mood buff apart from beauty itself).
#12
Mods / Re: Mounts
March 11, 2015, 12:01:16 PM
I haven't modded anything yet in Rimworld, thought I was looking through the files.

The only easy way I can see mounts to happen without very extensive codding is by adding apparel that looks like animals and which gives movement buffs.

I wonder if it's possible to change dropped items into animals though (and vice versa)... Otherwise you would just have a sock-looking horse on the ground when the "rider" is killed.

Then there is also the problem of colonists ridding on horses inside the colony, eating on horseback, cooking horseback, sleeping in beeds - with their horses.
#13
Ideas / Simple cooking QOL change.
March 11, 2015, 11:46:18 AM
Hello,

To all you guys who detest the nutrient paste and prefer real meals - don't you feel there is too much unnecessary micromanagement with the cooking stove?

There are currently 3 ways of setting up tasks at the cooking stove, none of them really work that well with food:

1) do x - needs to be setup over and over again
2) do until x stored - makes your cook very inefficient. He will go do sth at the other part of the map...then come back to cook sth again ...and then go to the other side of the map and so his day ends.
3) so currently the most efficient way to cook is to set it to infinite, wait until you have a sufficient amount and suspend it...which is very frustrating when you forget to unsuspend it later.

How about if we had another task available:
4) if the number stored is less than x, create additional y.


This would prompt your cook to make meals in bulk when the reserves actually fall low. But it wouldn't cause him to run to the kitchen like a maniac every time someone takes a meal.

Note - this could also be applied to crafting. But I think it's mostly needed in cooking - due to the dynamic character of keeping food reserves.