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Messages - MagicItalian

#1
Mods / Re: [Mod Request/Help] Mobility Devices
October 15, 2020, 09:07:37 PM
Very understandable, this is great too! I never directly looked up cane, only wheel chair and what not, and thereby didn`t see this. I`d like to have more extensive options but this works very well for me too. Thank you.
#2
Mods / [Mod Request/Help] Mobility Devices
October 10, 2020, 12:19:06 AM
I`d like there to be a mod that adds a wheel chair and potentially a cane to the game, in the form of equipment/gear/apparel. I`ve looked and seen the idea thrown around quite a bit but nothing ever seems to have developed, and I think this could be done! As a pitch, ever have a colonist lose one or both legs and have low steel and wood, or have a body purist, or just not want to spend much as they only need a tiny bit of mobility?

I propose the wheel chair as an item or something that, when equipped, provides a small static movement speed, ignoring leg health (consciousness could be fine to apply but keeping it as simple as possible would likely be best). Let`s say it sets a pawn`s movement speed to 1 instead of the base 5. Again, you could make it terrain-based and have huge penalties off of a floored area, but this is unnecessary. It could be craftable under crafting spots or smithing tables, and unlocked with smithing or something, perhaps with two types though I think it would be best to keep them cheap, low speed, and somewhat easier alternatives to prosthetics and bionics.

The main issue I see is that at 0% mobility, colonists are immediately downed. Ideally, you could have a 0% mobility colonist use a wheel chair provided they are otherwise healthy, but I have no idea if/how this could possibly be done without major changes for all pawns. Not a deal breaker but this strikes me as the main/most interesting use.

While the wheel chair is the focus, additional items such as a cane (which could increase movement speed slightly, perhaps only if one leg is healthy and another damaged or gone, and maybe be equipped as a weapon instead) could certainly fit the scope if any of this is even possible. Mobile oxygen to help pawns with damaged lungs, glasses to slightly improve sight, something minor for helping manipulation, if such as thing exists, and any other similar ideas could make this mod fairly substantial and provide a great alternative to the cyborg ascendency that I imagine many late-game colonies approach.

I think it could be interesting to have some cheap, low-moderate tech options outside surgery for assisting your pawns. Instead of having a pawn incapacitated until you can find a crap prosthetic, allow them just the movement they need to do crafting, or cooking, or some other task that may work with them. I`d appreciate any help or ideas from anyone who can offer them. I have no modding experience and likely would not be able to do it even with assistance but I am willing to try if it seems simple enough (of course unlikely). Been a long time since I`ve been on the forum but I`ve continued enjoying the game and its mods and hope this idea can be realized! Thank you for your time.
#3
To begin with I am sorry if this bug has already been mentioned, I only had a quick glance through the search feature.

In any case, I had found that my growing colonist was cutting trees in a cotton zone instead of planting new crops. I thought food was more important and decided to toggle the zone's ability to be sown. However, my colonist continued to chop the trees in the cotton zone instead of planting corn and other crops. In the end I decided to temporarily remove the zone.

To restate, the issue I have is that the trees are being cut in a zone where sowing is not allowed. Thanks for reading this report!
#4
I guess you are right. I just kinda wish there was a way of disabling the sculptures from spawning though, as it seems to happen with many art gallery crashes. Guess I better start building up my defenses then...
#5
I am copying an issue a balance issue created by EPOE and Crashlanding here. I am sorry if there is a different place I should be posting this, but at least it is a start to hopefully changing what I be describing.

I have been using EPOE and Crashlanding on my Modded colonies, and over time I have seen  that Crashlanding occasionally spawns art galleries, which usually have sculptures made of vancidium. These sculptures can be deconstructed to yield a very large amount of vancidium (due to the x20 required for sculptures). This results what I assume is greatly unbalanced gameplay, as the vancidium is plundered for free and your colony wealth goes through the roof.

Unfortunately I do not have any proposition to stop this, except maybe allowing fewer vancidium sculptures to spawn. Thank you for your time!
#6
I am sorry if this has already been mentioned, but it seems like a fringe case and I unfortunately do not have the time to check the 100 pages.

I have been using EPOE and Crashlanding on my Modded colonies, and over time I have seen  that Crashlanding occasionally spawns art galleries, which usually have sculptures made of vancidium. These sculptures can be deconstructed to yield a very large amount of vancidium (due to the x20 required for sculptures). This results what I assume is greatly unbalanced gameplay, as the vancidium is plundered for free and your colony wealth goes through the roof.

Unfortunately I do not have any proposition to stop this, except maybe allowing fewer vancidium sculptures to spawn. I'll also try to post this on the Crashlanding forum. Thank you for your time!
#7
Outdated / Re: [A13] More Traits v1.2
June 21, 2016, 07:05:32 PM
Thank you very much. This is a great mod that really allows for better defining of colonists, especially with Edb Prepare Carefully.
#8
Outdated / Re: [A13] More Traits v1.2
June 20, 2016, 09:29:16 PM
I have been enjoying this mod quite a bit but I think I have encountered a bug. I`m not certain if it is due to using EPOE (Expanded Prosthetics and Organ Engineering), but I have a RimWorlder colonist who is has a mood debuff due to the removal of a colonist`s organs and due to the removal of a colonist`s organs until death. The colonist with this trait did not preform the surgery. Based on the trait`s description I would think the colonist would be unaffected or even laugh at this rather than being sad. If this has already been reported I am sorry but I only did a light skim of the previous comments.