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Messages - The13thRonin

#166
Is Abrexus running this project? I had a question about the code and potentially using some of SC in a mod-pack (but altered) if possible.
#167
Quote from: Ember on August 09, 2015, 06:12:58 PM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires

Only problem at the moment is copper can't be obtained from the mine building. If we could alter it to also get copper and aluminum this would be great.
#168
Quote from: Hayhorse on August 09, 2015, 02:22:02 PM
Large fissures and medium fissures (last I checked) had no difference other than production amount (how much was dropped at production). Medium fissures have all of the materials if I am not mistaken.

Large fissures produce more?
#169
Is there a video of this in action?

I don't understand what to do in the game.
#170
What's the deal with fissures?

I can't seem to find information regarding them.

Are there any advantages to the smaller fissures apart from them taking less time to make? Do they get resources faster or draw less power?

If the only disadvantage to large fissures is that they take longer to make then it's always going to be better to make large fissures.
#171
This mod is in a mod-pack I use but I literally have no idea how it works.

Lets say I set up a belt leading from my kitchen to my food storage stockpile (freezer). Will it only unload onto one square? What happens when that square becomes filled? Will it start spreading out to all the spaces in the food stockpile zone?

If not why would I use belts instead of hauling the items?

Any videos of this mod at work?
#172
This is my new favorite mod-pack, keep up the good work, it completely revolutionizes Rimworld and I've put in over 50 hours so far! Feedback below (Beware stream of consciousness and wall of text):

Playing revision 1.11a at the moment (haven't upgraded yet due to not wanting to lose my save).

Additions?:

Five things in my opinion would greatly increase the appeal of this mod-pack.

1. More guns from the diverse range of gun mods out there would be great.

2. Better tool-tips for a lot of the content (the more information the better). For example:


  • The plants should have their pros and cons listed in their tooltips (e.g. Corn plants are slow growing, high yield and can be made into ethanol, Strawberries are low yield [I think?] but your colonists do not have a problem eating them raw).
  • The power plants should list how much power they generate (and any fuels they can take) in their tool tips. At the moment it is unclear how things like the plasma steam generator are different to the regular steam generator.
  • Some of the technologies like base structures have no tool tips and give no indication of what advantages they provide.

If you need help creating tool-tips I'm sure more than a few people would volunteer, myself included.

3. The Zombie Apocalypse mod. A well established fort can lose any sense of danger. This mod can make danger come from within the fort.

4. Some way to dig out the roof of mountain terrain. This can be annoying on mountainous maps.

5. More factions. The Pre-Transcended and Ish's Medieval faction would fit in well.

Bugs?:

I have noticed that cotton plants drop cloth instead of raw cotton, I assume this is not intentional since we have the tailors loom?

Occasionally colonists will (hilariously and frustratingly) shoot themselves with the shotgun.

Balancing or Changes:

Synthetic materials and especially electronic chips are very painful to make taking a lot of steel parts which can only be made 2 at a time (even later when you have a fully functional base). I suggest perhaps providing a second recipe for electronic chips once the player can make silicon that uses less steel parts or making it so that 5 steel parts are created per workshop task rather than 2 (or even both)? Everything seems to rely very heavily on steel parts right now and I haven't found any real uses for aluminum or copper other than decoration. This may be intentional.

In fact the whole process of making steel parts is a little annoying right now. Even though spare parts can technically be made out of any metal I'm guessing most players are making them out of steel (cheapest and most accessible material). After making the spare parts out of steel then more steel needs to be added to the spare parts to make steel parts? It would perhaps be more sensible to have the steel parts simply made entirely out of steel rather than also spare parts (increasing their cost) so that the player is not having to assign spare part production and steel part production at the same time every time they want steel parts at the workshop.

Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?

Furniture technology progression seems a bit out of whack at the moment. The tech tree seems to have multiple tech lines dedicated to furniture, it's hard to tell what they unlock and when they are unlocked they sometimes provide access to objects that are worse than their predecessors (I'm looking at you beds). Everything else in the mod seems to progress very sensibly but furniture perhaps needs a rework.

There seems to be no advantage to using storage devices such as pallets over using simple stockpile zones? Both a square with a pallet and a square with a stockpile zone can hold 75 steel ore. Also pallets and other storage objects lower beauty(!?). A good change might be to either increase the amount a storage object can hold to justify the resource expenditure (my vote is this, changed to double) or to increase the storage objects beauty so at the very least they make the environment seem neater and more ordered than throwing everything on the floor.

It would be a nice addition if: a) somehow the mending workshop took resources like cloth to use. b) colonists would mend items they are wearing when they get below a certain damage threshold (50%) automatically. Right now you have to drop the item, unforbid it, wait until its mended and hope another colonist doesn't pick it up before your original colonist gets it back.

Making weapons does not make sense right now. To make one rifle you have to smelt approximately 5 weapons to get the weapons parts including an existing rifle to get the rifle components (or buy the components for more than the rifle will be worth when it's made). Weapon parts should be craft-able. My suggestion would be to make 'lighter' weapons such as pistols and shotguns only require steel and wood, heavier weapons should require plasteel, synthetic materials or plastic, etc to balance them out.

Embrasures are extremely powerful (to the point of being hideously overpowered). While I do not think they should be removed they need to be balanced somehow through heftier resource penalties, much lower HP (my vote if the next option is not possible), or optimally by making it so that enemy gunfire can get through and harm colonists but their is a greatly reduced chance of this (making them like better sandbags, Ish's Medieval Mods has a type of embrasure like this).

The new power options while welcome are not balanced. The cost in circuits and synthetic materials seems way, way too high.

Questions:

One question I had regarding the mod-pack was what's the deal with fissures and mining? Are there any advantages or disadvantages to creating a large fissure? Do large fissures require more power? Is their only advantage that they can select from a wider variety of resources? Do they extract resources slower or faster than their smaller counterparts? Is the only disadvantage of fissures that they take much longer to make?
#173
Can I install A11 v 1.11: Red Alert over the 1.10 release?

Or will this break my save?
#174
Quote from: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!
#175
Quote from: ChiefSlapahoe on August 02, 2015, 12:11:23 AM
For more weapons: liandri corp, Rimsenal, and project armory

Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments

These should definitely be included.
#176
This looks awesome. Hopefully this project gets finished.
#177
Outdated / Re: [A10] Project Armory (v.3.00)
July 28, 2015, 06:06:11 AM
I created the art for a K98 bolt action rifle. Ya'll are welcome to use it in this mod.

Game size:


x5 size (the scale up caused a slight blurring):


The detail on the rifle is standard but I feel like the mount for the sling and the bolt give it a kind of unique aesthetic.
#178
How is this different to the Ultimate Overhaul Modpack?

Sorry I'm new.
#179
As someone who has recently purchased RimWorld and therefore has no copy of Alpha 7 I would just like to say that I am eagerly awaiting for this mod to be updated. It looks like exactly the kind of mod that would appeal to me. I also check the page twice, sometimes three times a day.

I registered just to post this.