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Messages - ShadowTani

#46
Quote from: NemesisN on October 31, 2017, 01:09:43 PM
This is probably the first Rimworld Alpha I really don't like....it introduces way overpowered things something you should expect to be a mod for those who want it

Those "OP" things are very rare quest rewards though, the chance to get them don't come around often, and you will have to go out of your way during a limited time period to grab them. Considering that they feel just right in my opinion. And so far in my game I've only gotten a Psychic Emanator of all the new stuff, and that one can hardly be called OP.
#47
Quote from: corestandeven on October 28, 2017, 11:37:12 AM
In answer to "Why else would you be feeding prisoners" are you assuming that players always want to recruit prisoners? I often sell prisoners who offer traits the colony doesnt need or have a 99% difficulty in recruiting, as the silver and slight negative mood buff to the colony outweighs keeping the prisoners. So why would I be wasting lavish meals on prisoners I intend to sell? Players may also be even more evil and use prisoners as live organ/limb donors when colonists get injured, so again why waste the best meals on them?
Why waste meals on those at all? ;3 Prisoners I intend to sell or use for organs I give anesthetics and put in cryptosleep caskets. The cryptosleep sickness goes over pretty quickly, so if I take the pawns to be sold out of the caskets shortly after a slaver enters orbit I got enough time to wait for them to recover before selling them.
#48
Quote from: Julia on October 29, 2017, 02:32:24 PM
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.

I would agree to this in regards to targeted tantrum, murderous rage, and slaughterer; those are just too harsh at times. It's basically a rush to arrest the fuckers when it happens, which I wouldn't have minded if we actually had more forewarning (like a few seconds delay of "Pawn has broken down into a murderous rage and is looking for someone to target..." kinda thing) and non-lethal means of dealing with rebellious colonists. Either way, if you don't succeed in catching up to them before they hit their target.. definitively more frustrating than fun. *sigh* At the moment there really isn't too much that separate them and the instant traitor event that got axed many alpha's ago. I was then, and now, not entirely on-board with axing this altogether as I prefer that things are built on and improved rather than removed, but I also think it's better to not have them than keep them in their current state.

The randomized tantrum is reasonable enough though, just send someone after them to repair and you usually avoid stuff breaking, easy with the new queuing feature. It essentially makes you chose between risking stuff getting destroyed or take a second pawn (or more) off their schedule. A bit of micro in an otherwise heavily macro environment isn't too bad when it happens rarely.

The run wild situation can be harsh if it happens in the earlier game, but it's actually a really funny and clever one; unlike the killer ones you don't lose anything permanently, it just takes a bit more effort getting things back on track than usual.

The tornado I got a hate-love relationship with so far. In one way it's a potentially interesting event, but at the same time it doesn't feel fleshed out enough at the moment, like how basically nothing happens if it goes through fire (it would be more satisfying if flames could as an example in close proximity around it get "pulled" (ake ignite) towards the tiles next to it, while tiles it crosses would get extinguished, but also have the potential to throw sparks around that could ignite flameable things it landed on). Also, even if I'm happy that it no longer can tear apart mountains (and I say that as someone who mainly colonize flatland, lol) there are still things that seems weird when they get shredded by it, like stone chunks and similar sturdy things (some things may perhaps take damage, but shouldn't get destroyed - i.e. left with 1 HP). Stone and metal deadfall traps is another example that would be better off getting triggered instead of destroyed altogether - resetting a bunch of deadfall traps are a lot of work in itself really, but not nearly as infuriating as having an entire row going poff. So yeah, I basically would like to see the tornado improved and have better interaction with the world, other than that it's not a bad event.
#49
Only problem I noticed with A17 saves so far is that any workbench projects will be frozen (pawn will be working on it infinitely without making progress), and that the geography and town locations will be significantly different (a caravan I sent to a nearby town about 5 days away prior to A18 is now on their way to a town somewhere else entirely, 17 days away, lol). All issues is easily fixed by canceling and/or restarting these tasks however.

I'll be starting a fresh A18 game once I get the time tomorrow though. As always, thank you for your work. :3

Edit1: Oh dear, the caravans location is also way off, they are days away from the main base, going to be hard to keep that starvation train afloat, lol.

Edit2: Figured out there's an option while in dev. mode to instantly transfer a caravan to a location, so for those not aware that's an option to resolve any caravan issues from A17 saves. It's not cheating when you're resolving a compatibility issue. ;3

BTW, I'm just reporting this to make people aware what to expect if they try to continue from an old save, obviously not expecting any fix, that's unnecessary.
#50
Quote from: BeoTea on August 19, 2017, 06:37:20 AM
Hey man girl! Looks like a great mod, but ive got a problem to report. I play with the mod Call of Cthulhu, Rim of Maddness Expansion Pack. I tried adding in your mod afterwards, new save and everything, but its seems to be incompatible. I did a few small tests and found it was the mod Elder Things, from CoC, that wasnt working with it. It seems to work with everything else im using.

Did a quick test with Elder Things (along with its two required mods), and found no conflict whether this mod came before or after in the load order. Works like a charm on my end..

However, I see you have colony leadership in your mod list. Is that an A16 or A17 mod? It's probably not the same one, but I've had a couple of people report issues with a leadership mod that isn't updated to A17. Unfortunately, I can't help with mods that got outdated C# assemblies so make sure all your mods are compatible with A17.

QuotePS. If this is a mod you "just decided to upload", I kinda wanna see the other ones. This is very well balanced.

Thank you. :3 Sadly my time is barely sufficient for maintaining this one. We will see, I find it tempting to upload my bigger brewing barrel mod at times (as I don't see anyone else having done something similar yet), but a public mod require a lot more work than a private one I've learned.
#51
Sorry for the delayed response people, but I have limited time during the tourist season. ^^;

Quote from: tristan on June 14, 2017, 10:03:36 AM
Hello,I am Chinese .could i translate this mod into Chinese ?My English is no very well,but I think I  can do it . thank you very much. ;D
I must have missed this earlier, my apologies. >_< Yes, feel free. Though I need to weed out some artifacts from A15 to make it less confusing, I'll add it to my to-do list for revision 4.

Quote from: sadpickle on July 11, 2017, 07:40:19 PM
Quote from: ShadowTani on June 22, 2017, 02:30:10 PM
Unfortunately Combat Extended is now apparently discontinued and I guess we'll have to wait until the community maintained alternative before we'll know if there's still conflicts.
Is it? There's nothing to suggest that in the forum post
Ah, I meant Combat Realism got discontinued; Combat Extended is the name of the mod that picked up after Combat Realism.

Quote from: NoImageAvailable on July 12, 2017, 04:40:40 AM
Re the error, its because this mod's xpath patch needs to check first if the boomalope def already has a comp node, add it if it doesn't then add its custom comp to it. Otherwise it'll create duplicate comps nodes if another mod added it already. CE does the check which is why it works fine with it lower in the load order.
Of course, that makes sense. The game runs as intended despite the error it seems, but I'll definitively get it fixed. And there is a few other mod authors I know that needs to apply that practice too, I'll get the word out.

Quote from: 123nick on July 06, 2017, 06:53:07 AM
i think theres a bug- i have multiple boomalopes at 100% chemical fullnes but none are harvesting, and i cantr seem to prioritize it either- i try righ click but nothing working. they have handling enabled but i still cant prioritize.
I dunno if you're one of those who reported this on the mods steam page too, but if not, then it's likely caused by using an older mod that isn't updated to A17 (like Leadership), particularly if you're experiencing this issue with both shearing and milking too. There was some variables in the jobdriver classes (including the GatherAnimalBodyResources one) that got changed from integers to floats between A16 and A17 which is the likely cause of this issue. I can't help with that unfortunately.

Quote from: jts1702 on July 12, 2017, 04:55:40 AM
A quality of life suggestion: A bulk recipe regarding neutroamine processing (x4 or 5), perhaps?

Also, since there are many mods that involve neutroamine production (a popular one being Vegetable Garden's Neutroflower), perhaps the recipe should also be specially labelled for neutroglycerin? Such as "Process 5 neutroglycerin"
The bulk recipe will be made available as an optional file for those who absolutely want to pursue a larger scale drug production. Until the next revision of this mod you may want to check out Thundercraft's solution a page or so back though.

As for your second suggestion, I already started considering it while working on the chemfuel recipe, so I probably will do something like that.

Quote from: Chais on July 16, 2017, 06:17:01 PM
Here are the German translations.
Thank you, much appreciated. :3
#52
Quote from: Thundercraft on June 15, 2017, 09:25:14 AM
Quote from: ArthoriusBalen on June 11, 2017, 10:36:35 PM
Hi! Can you do a patch for combat extended?  :)

So, then, this is not compatible with Combat Extended? In what way?

I think that if you ask the author to look into fixing a compatibility issue or work on a compatibility patch, the least you could do is try to explain the problem to some degree. That said, knowing that this is not compatible with something is better than not knowing.

It was listed as an incompatible mod under the mod conflict section back in A16. However, due to the use of the patching function it's possible this issue is now resolved in A17 so I removed it from the list for now until I receive feedback on it again. Unfortunately Combat Extended is now apparently discontinued and I guess we'll have to wait until the community maintained alternative before we'll know if there's still conflicts.

As for the bulk recipe, feel free to release it as an add-on for now, though I may reduce the work amount a little for the original recipe. I repeat my statement in the OP however that I never intended for this to be used for large scale drug production, only for personal colony use (or abuse). I want to be a bit flexible though for those people who prefer this mod over the current high volume alternatives out there, so I might add a bulk recipe option as an optional file in the future. I'll be considering it until the next mod patch, whether that be before or with the A18 version.
#53
General Discussion / Re: A17 Caravans and Joy
May 30, 2017, 01:38:27 PM
Yeah, I agree current situation is a bit of a pain, hence why I gave a suggestion for how joy could be handled during travel in the suggestion forum a while back.

The drug stuff isn't too bad an alternative if you don't mind addicts. I wouldn't touch smokeleaf myself as it slows down movement too much which is counter intuitive for a caravan; yayo, however... It's not a very significant gain in joy though.
#54
Ideas / Re: Joy from travel
May 30, 2017, 01:28:32 PM
Quote from: Neotic on May 22, 2017, 09:42:42 PM
interesting idea but would pawns with the jogger traits get joy as well?

Rimworld already doesn't nitpick on such details in regards to other traits (hence why neurotics are also considered lazy by hard working pawns), so I would assume if it was the default, then yes. Personally I also don't see why a jogger wouldn't be able to enjoy the scenery despite moving forward at a faster phase.
#55
*gasp* Are you trying to make me feel old? D: Well, I actually got into Rimworld during Alpha 1. I skip a version now and then, but it's one of the few games I keep coming back to.
#56
General Discussion / Re: Blockmaking in Alpha 17
May 27, 2017, 09:58:32 AM
Personally, I really wish stonecrafting and drug crafting got placed in their own job categories (i.e. masonry and chemistry). It's not very intuitive the way it's now. Particularly with stonecrafting as a separate job you'll be able to have them skill up construction before you'll let them work on furniture projects that depend on skill for their quality.
#57
Quote from: taha on May 26, 2017, 01:17:42 PM
Besides the long time between updates - the amount of time seem to increase directly proportional with the game sales

Take note that A17 is two alphas in one. We had a vote on the forum if we wanted A17 to be released as a pure polish update, or wait until there were additional content as well; people voted in favor of waiting it out. As such A18 might not take as long since the amount of necessary polish have been taken care of; though the need for it will always pile up with every new update, so think of those as "leap year" updates.
#58
Revision 2 is now up. It's a bit experimental as it's my first attempt at injecting this mods features into another mod. I've tested it thoroughly myself, but if anyone experience any conflicts as a result, particularly when other mods get thrown into the mix, then let me know.

R2 also have an important performance fix; so if anyone experience issues with the above mod enhancement, but still want the performance fix: simply delete the doomalope XML file in the "\Chemicals & Neutroamine\Patches\ThingDefs_Races\" folder.
#59
How many is it in your caravan? One person would ideally in reality require 3 meals a day, Rimworld pawns actually consume less than this I believe. However, meals provide a small percent wasted weight compared to pemmican (since a meal will in weight be about as heavy as enough pemmican to cover 100% hunger, but since pawns will try to eat at 25% hunger a meal is never fully taken advantage of).
#60
Mod have now been updated to A17. Anyone who experienced issues between this mod and Combat Realism in A16 may want to try again as the mod should now be entirely conflict free thanks to the new patch feature (although I guess there's no way to truly know this until the successor mod "Combat Extended" comes out, let me know when it happens and I'll see if I can get it tested).