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Messages - ShadowTani

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Ideas / Re: Shuttle transport isnt obvious to use
« on: September 01, 2020, 12:11:16 AM »
Yeah, it seems you can't load items onto a transporter, only people, so the only thing you can take with you back are the things your colonists are able to pick up and carry within their own weight capacity before they are loaded back into the transporter (so yes, unlike pod launchers the shuttle transports already allow for round trips, but you have to interact with the shuttle and not the world map).

I was confused as well the first time I used the transporter because when the quest says looting base is part of the reward I was expecting I could break down the enemy outpost for some extra iron and stone which I could load up on the transport and take with me, lol. You still can grab a bit of iron and stone that way, but colonists have limited weight capacity compared to pack animals, especially if they're heavily armored to begin with so it's not very convenient at the moment, but it does mean animal caravans won't become obsolete at least. The transports usefulness are limited to quick raids and loot & grab trips early on, but you can do pretty major looting later on though when combined with two farskip casters.

These quests actually pointing out that the loot is limited to what you can pick up would minimize first time confusion. And giving us a backpack utility that increase a colonists weight capacity would help a lot in general. When you've arrived to a map location with a transporter it would also be convenient with a button for "reboard and return with transport" among the world map options in addition to the reform caravan button to both prevent confusion and speed up the process.

Ideas / Re: Bestowing ceremony of Baron
« on: August 31, 2020, 11:54:28 PM »
I tend to build my throne room with fine floors from the go personally, just use walls to cut the room into a smaller size in the beginning (compared to the planned full size) and it's not terribly expensive (unless you build separate thronerooms for each noble). The quest seems to repeat rather fast though, so I don't see the problem with waiting a few days. By the time you get a colonist to Baron you should also had a lot of time to plan ahead.

Either way, the quest spam does annoy me whenever it does happen though due to priorities (for example reasonable wood reserves to keep braziers fueled isn't immediately achieved in certain biomes) so I wouldn't mind it having a longer timer just to cut down on that spam.

Actually I wouldn't mind having to contact the faction myself and ask for a bestower personally after the quest times out instead of it repeating. Though that would also require an alternative option for those who don't rush the com console early, like having to ask the tribute collector or something like that.

Ideas / Re: Making smokeleaf more viable
« on: August 31, 2020, 11:16:08 PM »
I dunno about it taking forever to produce, a few drug labs with two tool cabinets and they tend to produce joints faster than I grow smokeleaf, which also get me quite a lot of silver too. I agree its not good as a consistent recreational drug though, but I don't think it should be used that way to begin with. Personally I have it set so that pawns that are at risk of a major or higher breakdown and with 20 or less recreation takes it. Making it a nice emergency mood booster. That means they rarely take it as I try to keep mood high by other means otherwise, but when they do the penalties they have is very worth it compared to them having a mental breakdown. Just make your own drug policy instead of using the default and you'll be good.

Ideas / Re: Plan a new DLC!
« on: August 31, 2020, 10:58:04 PM »
Rimworld is an uniquely evergreen title that have essentially ensured Ludeons future if taken full advantage of. With that I mean, they can safely take their time to work on a new title and not worry about it being as hugely successful as Rimworld because they can probably release a new Rimworld DLC whenever they get low on funds. People would probably jump on it even if there was a ten year gap for the next DLC, but they would probably benefit more if they treated it like Minecraft and worked on it continuously alongside other game projects. There are no shortage of things that could still be added to the game after all, depending on Tynans willingness to go that far.

Both Rimworld and Minecraft have a lot of modding interest, but only a small percent of the userbase actually uses mods even among PC users, nevermind the very inconvenient environment for that on console. Immersion issues, balancing issues, conflicts and stability issues, and the commonly mixed bag of good and bad ideas made into a single mod instead of split up features etc. etc. makes modding unappealing for many. Even as a mod creator I prefer to play the game vanilla half the time. So having the better aspects of various mods adopted into vanilla is always welcome among the greater community.

Ideas / Re: With the Reforged flop I expected a new Rimworld experience
« on: August 31, 2020, 10:32:16 PM »
It would been better with a topic headline that reflected what you actually wanted to suggest: "A mod framework for adding new gamemodes more easily", or something like that. ;3

That aside, Rimworld already have a pretty solid framework for modding, but the framework is essentially restricted to a singleplayer experience because that's what vanilla is designed around. So even if Ludeon went out of their way and refactored the modding framework you would probably still not ever see the modability I get the feeling you're looking for simply because creating a framework that will make it easier to mod in multiplayer gamemodes (PvP, coop etc.) would require vanilla to be coded to the point of having some multiplayer options itself. Any modding framework are just branches on a tree, so if you're asking for branches that go higher than what the tree itself goes it's pretty much the same as asking for the tree to grow (e.g. to add multiplayer).

Bugs / Re: Pawns Changing Gear Constantly
« on: August 23, 2020, 12:48:45 AM »
I’m trying to duplicate the bug as well. The only MOD that I disabled upon starting a new game to see if I could replicate the problem was “Better Pawn Control”. However I’m not convinced that this is the MOD that’s causing the problem. Because on the other game save that first experienced the problem.

Can confirm it's not due to a mod, I'm playing vanilla and have noticed this issue as well.

Bugs / [1.2] Drapes graphically overlap objects in front of them
« on: August 21, 2020, 07:31:33 PM »
A minor visual issue that have actually been around since drapes was first introduced that finally annoyed me enough to report it, lol.

Attached is a picture showing how thrones and some other objects will be graphically overlapped by the drapes even if the drapes are supposed to be behind them. Drapes do not have this issue with objects placed behind them, including other drapes.

Releases / Re: [V1.2] Chemicals extraction & Neutroamine crafting (R1)
« on: August 12, 2020, 02:00:17 AM »
As a quick note, the previous optional bulk recipe is now part of the main mod. As the changelog states it have been changed to be more similar to the vanilla bulk recipes. This means the quantity have been changed from x5 to x4. The crafting speed bonus have also been nerfed from +50% (e.g. halved production time) to +25%.

Most importantly the requested compatibility with Combat Extended have been ironed out. Enjoy. :3

General Discussion / Re: Blog post: Early access price and final price
« on: September 25, 2018, 05:48:22 AM »
I'm not going to speculate about the product value and make any analysis about the sweet spot for the price. But as an economist by trade I do have to commend you for not underselling your game Tynan. Too many ambitious early access games kill themselves simply by putting the price point too low during the alpha and beta period. Though I recognize Rimworld started as a kickstarter game where early access is considered a premium, not something inferior (as is often the case on steam EA).

And quite frankly, full release is likely not going to affect sales significantly, even if you were to maintain the same price; despite it being a growing group of people who refuse to buy a game in early access, they are still a minority. A game with an early access period will see most of its sales happen during that early access period, so there will be no big payday waiting for it in the future upon a full release. Take note that this is based on impressions and individual reports and not so much on hard sales data, as proper sales data on this is lacking (I would love to hear your experience with this after release though, considering Rimworld having a full release should not come off as controversial as it sometimes do for other early access games).

The best part of releasing a game however is that DLC will no longer be seen as controversial. *nudge nudge* Vehicles and religion are potential big themes that people might pay extra for. ;3

Releases / Re: [B19] Chemicals extraction & Neutroamine crafting (R1)
« on: August 28, 2018, 05:04:59 PM »
Mod have been updated for Rimworld B19.

Mod now includes an optional patch for all of you that have been requesting a more volatile version of the Neutroglycerin (copy paste the file from the optional folder and into the patch folder), this patch will enable the Neutroglycerin to explode similarly to how ChemFuel now explode.

General Discussion / Re: Unstable build of 1.0 available
« on: June 17, 2018, 01:53:08 AM »
Hmm, from an initial glance at the changes it seems the economic game is going to be tougher now. Will be interesting to see how it all plays out. Can't play much this week though unfortunately, but something to look forward for next week then. :3

So many things in there I want to try!
If I turn this on and start a new game will my pre-existing saves be at risk?

As long as you don't touch your old saves with the new version it shouldn't affect them.

Releases / Re: [B18] Chemicals extraction & Neutroamine crafting (R1)
« on: November 20, 2017, 03:52:40 PM »
Ah no, the mod is updated to B18 now. I won't let it die so easily even if my attention will shift to Chronicles of Elyria next year. ;3 It does as you say, give Neutroglycerin instead of ChemFuel. I'm just saying that if anyone wants both direct milking of ChemFuel and extraction of Neutroglycerin I guess I can provide an optional patch for that, but I don't feel like making that the default behavior.

Releases / Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
« on: November 20, 2017, 02:39:24 PM »
Just wanted to check in: are you working on a B18 adaptation of this mod so Boomalopes are able to produce both chemfuel and neutroamine?
I love the idea of using in-game lore (backstory of boomalopes) to create something a lot of people want (neutroamine production).
Because Neutroglycerin could be used to make ChemFuel to begin with through the refinery the B18 version simply removes the vanilla milking feature to make things more tidy. However, if people really want to have both then I can provide an optional patch file that doesn't overwrite the ChemFuel milking. Personally I think double dipping is too much though, lol.

Bugs / [0.18.1704] "Ten dollars for your dollar..."
« on: November 01, 2017, 04:17:26 PM »
An oddity that can happen with some caravan requests is that it will ask for the same goods it will offer as compensation. This results in a situation which isn't particularly logical. See attached picture.

[attachment deleted by admin: too old]

General Discussion / Re: Alpha 18 unstable test build is released
« on: October 31, 2017, 06:41:57 PM »
Another thing I dislike with the newer behavior of the bugs is that they will all aggro even if you attack a bug on the other side of the map from the rest. It would feel more reasonable I think if the aggro was based on a specific radius around the bug. I've been avoiding them like the plague in recent alphas as a result, they are more trouble than they are worth atm.

I don't expect all bugs to be fixed before the next Alpha iteration.  I DO, however, expect far more attention to be paid to some rather glaring issues, especially long-lived ones, some of which are discussed here.  I won't be touching A18 with someone else's 11-foot pole, until that happens.

I get what you're saying and agree bug squashing is important, but you're more complaining for the sake of complaining here - aside from mentioning the medical quality, you're not really specifying anything. I also find some of this criticism somewhat unfair considering better and more worthwhile quest rewards was something that were requested by many. More furniture have been requested over several alphas already. A18 have little, if any, new game mechanics compared to other alphas. It's a polish update that primarily expands on existing mechanics and features. Several bugs have been fixed too, just apparently not the ones that was of any importance to you.

If you haven't already I would suggest you either address the issues you're having in the bug forum, or if it's issues already reported, give them a bump with the statement that they are still an issue in A18. Additional information always helps too.

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