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Messages - Mussels

#16
Quote from: notfood on July 30, 2016, 09:34:48 PM
No errors? Balance is good? I guess it's fine then.

i tried the easy mode zip on an existing mod and it didnt seem to work.

trying the other one mode.
#17
Releases / Re: [A14] Recycle
July 22, 2016, 03:38:53 AM
nice mod idea! seems a bit more balanced than mending, since we have to re-craft the items we want.
#18
Quote from: Acruid on April 08, 2016, 12:09:53 AM
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.

nicely done! having it in with crafting instead of its own task probably helps with conflicts too.
#19
Quote from: Syther24 on April 07, 2016, 04:46:40 PM
any news on a alpha 13 update for mending?

here for the same thing - i know it messes with game balance, but i cant live without it XD
#20
General Discussion / Re: How useful are traps?
March 10, 2016, 11:17:38 PM
I find them hard to use, as any path that works on enemies works on friendlies too. It becomes quite a complicated challenge to set up traps i can use to hurt enemies without friendly fire being so common.


My colonists should know where the minefields they built are, and avoid them at all costs naturally - short of dementia, or having a mental break and running into one.

I would prefer traps that can move blocks, such as doors i can remotely open and close, or traps i can trigger from radio switches. (have a minion hit a switch, doors/walls close, trigger IED's etc)
#21
Quote from: Tynan on March 20, 2015, 06:36:15 PM
Hey all. Knowing what res people play at will help me make certain design and tech decisions. If y'all could hit the poll it'd be great.

i gotta ask, why the 16:10 aspect ratios? 16:9 is a lot more common.
Its nice that alternate aspect ratios are supported.

Personally, i've got 1080p and 1366x768 (desktop and laptop)
#22
I'm using one version older than current, but a bug worth reporting anyway:


When a colonist is injured with a surgical cut (and perhaps others, like starvation) the nano shield pings like its taking damage and depletes energy - but the wound doesnt heal. once the shield has no energy left, the wound heals like it should.
#23
Thoughts so far:

Nano shield has a typo as nanno. It equips and works fine, but appears to replace a clothing item (power armor) - i feel it shouldnt replace that, but work with it. problem example: cold weather, as it replaces the parka.

Same as last version, all the stations seem to share that pool of energy - bit odd that, can they be made to have seperate energy?
#24
Quote from: Jaxxa on March 01, 2015, 05:39:09 PM
FYI about the personal shields. They are now using an gear object that must be equipped (you can get it for free from the Colonist Upgrade Station). But apart from that should function as they did in the previous version of my mod for the previous alpha.

They will block all damage, can be used with guns, but must be recharged by going to the station.

sounds like a great update - i'll remove the vehicles one, it was quite a surprise to see in the list.
#25
i'm excited.


getting a few errors on launching, only have one other mod installed - fix bone.



dont know if thats relevant, but so far things are working fine.
#26
i am 100% excited by that news
#27
Quote from: Vexare on February 24, 2015, 11:30:27 AM
Some good suggestions here to ease the micromanagement issue with clothing. Personally I like the addition of clothing wear and tear but like others, I need a better way to manage it and know when colonists are going to need new stuff. It's not a big deal if you're playing a very small colony of just 3-6 members to keep track of them individually, but when you start building larger colonies of 15 or more, it does become a real chore on top of all the other things you're trying to juggle.

Edit: Not to take it off-topic but would be cool to have a 'recycler' of some sort that can recyle tattered clothing rather than just burning it in an incinerator. The recycle machine could handle other items (nearly broken weapons etc) and spit back out bits of metal, plastic or cloth that could be reassembled into larger quantities as it accumulates.

thats one of the best suggestions i've heard of so far. make it so you get 50% of the resources back, and have it so you can pick what quality they get recycled at.

Fussy about your clothing? make all items get recycled at 80%
#28
Quote from: Tynan on February 23, 2015, 01:37:34 PM
I agree with the OP. But to be clear, it's not deterioration that bothers him; it's micromanaging the results of that. Right?

Anyway, I responses to this same complain on reddit. Have a look see: http://www.reddit.com/r/RimWorld/comments/2wlavo/clothing_degradation_do_you_like_it_or_no/cos8q3v

what we need is a way to maintain the items the colonists are wearing - something akin to a medical bed (tailors something?) where you assign a medical bill "repair clothes" and they go lie down, and someone with the crafting skill fixes up their clothes. could be assigned automatically if they're in really bad condition, for example. (or the same for items not being worn, with your new system)

As for item degradation (i dont have a reddit account) - make skeletons rot faster. having dead squirrels scattered all over the map wouldnt be a big deal if they either rotted away faster, or some kind of scavenger animal ate them.
#29
also looking forward to the update - these things feel like they belong in the game.

maybe make the fortress shields more powerful against those damn minigun wielding mechas in the next update too? :D
#30
Quote from: Jonesh on February 22, 2015, 05:47:51 PM
This is how the freezer in question looks like now, I tried building the outer wall as insulation when I was experimenting with venting the coolers inside. That many coolers and not venting outside had the temperature at about -5 to -10 celsius when it was about 30 degrees outside. Opening up a roof tile made the coolers easily reach the target of -19 celsius in the same weather. Question is, does the wall help insulate now as well or is it just going to be decoration? :P

i always have my coolers in a 2x1 area with the roof open at the hot side, so they vent out. makes them work much more effectively.