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Messages - silverskin

#31
How do you stop the belts from short-circuiting in the rain? Any research that does it or will everything have to be under a roof?
#32
Thanks for all the mods EdB. You did great work.
I can't play Rimworld without Prepare Carefully. It's just become too essential. I also get more attached to the pawns when I've personally created them and then it becomes all the more tragic when they suffer. You really try your best to keep them alive because they're your colonists, rather than a trio of randoms who you don't mind replacing when more skilled guys wander in. I would argue it's the real Rimworld experience.
Hopefully Ty will find some way to include it in his new scenario system, some day.
#33
Outdated / Re: [A13] Mod MEGA PACK
May 24, 2016, 03:22:06 PM
I was right about to mention that the shields from ED-Shields weren't blocking bullets, when I see crusader has already update the pack with a compatibility patch I didn't even know about. Now shields work fine. You are the man, crusader.

Rebuild those shields to get them to work. My already existing shields don't block but newly built ones, after the update, block like they should. Everything works fine, now. Damn shame it's too late for those two poor colonists who got shot through the shield, though.
#34
Outdated / Re: [A13] Mod MEGA PACK
May 22, 2016, 11:13:23 AM
Thanks. I'll probably disable all three of them.

Update: Took off westernisation and high calibre and now my save won't work. Going to have to start a new colony. Just a heads up for anyone else who wants to try the same.
#35
Outdated / Re: [A13] Mod MEGA PACK
May 22, 2016, 10:32:09 AM
Which mod adds these thousands of new guns, and can I safely remove it without breaking other mods? I will never, ever use even a quarter of those guns. And it's just cluttering the gun and bullet lists.

I'm sure some people like it and that's fine but I'm finding it more like unnecessary clutter.
#36
Outdated / Re: [A13] Super Powers! (20/5/16)
May 21, 2016, 07:44:52 AM
Quote from: joaonunes on May 20, 2016, 04:37:52 PM
That is actually a great idea :) maybe you could make it that a person who takes too much radiation might also get superpowers, but with 99.99% chance to get you killed instead xD

During toxic fallout, if a colonist gets toxic poisoning over a certain level then they have a chance of getting permanent dementia. What if there was also a chance of getting a permanent superpower, too! And then immediately getting dementia right after. So when he gets confused and wanders off, he'll do so at super speed and set half your colony on fire.
#37
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 10:26:18 PM
Reckon you could add jacob814's glass window mod, crusader?

My colonist are depressed enough as it is, spending 14 hours a day crafting junk. They could at least have a window to look out of while they do it.
It's good for aesthetics. And his mod has become pretty much essential to every colony I make. You might nerf the beauty bonus, though.
#38
I voted slightly too slow purely due to how expensive vancidium is to craft and how much of it is needed to make a single advanced augment.
One synthetic lung (best cure for asthma) will set me back 300 gold, 375 steel and 150 plasteel. And my colonist needs 2 lungs.

If it wasn't for the deep mine from industrialisation, I don't think it would even be possible.

There's a lot of different augments and lot of body parts to replace. Perhaps a slight increase in the yield from smelting vancidium? Maybe allow advanced components to be made from less vancidium? Or have advanced bionics only require 1 advanced component but lots of regular components?
It's just slightly too slow.
#39
Strange people, colonists.

They've actually started eating in the kitchen again. Maybe it depends on where food is in the freezer? Maybe my freezer crosses that 25 cell radius, that koisama mentioned, and if the food is in the far corner then they won't take it to the dining room.
I did redo the floor, like vaporisor said, by putting some wood flooring down over the ugly concrete. Maybe that made all the difference.

I'll shove some statues in there, see if I can make it so pretty that a colonist would find himself unable to swallow food outside of the dining room.
#40
How close to the kitchen/freezer do tables need to be for colonists to eat at them?

The attached picture shows the layout. I didn't think the dining room was far away. But no-one ever eats in there. They grab their meal and just eat it in the freezer. Then they all complain about eating without a table. The damn table is right over there.
Is there a distance limit or something? Is there any way to increase how far they'll go to eat?

I would hate to pull the base apart and ruin my aesthetic.

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#41
Actually, disregard that theory. I just tested it by building some shooting targets, something I should have done before posting. Didn't change anything. Still getting the same exact error in the picture I attached to my previous post.
#42
I think I'm getting a problem with the training objects. I don't really understand this stuff but it looks like the pawns are trying to go have fun training their gun skills but there are no training objects to use. I haven't built any.

So they're just standing around trying to go and train on something that doesn't exist. It slows the hell out of my game when they do this. That null argument just rackets up to high numbers.

I dunno what this means. Just looks like a bit of an issue. Pawns usually only go looking to use something that exists, right?

[attachment deleted by admin - too old]
#43
This is a great mod. Lots of really useful and essential things. I love building walls out of concrete. Makes it all feel neater and cleaner than using stone blocks.
The deep mine is a godsend. On a standard flat map, there is simply not enough resources to build what you need to build. There really is a limit to how many potatoes you can reasonably trade for steel.

Only problem I have is with the skydriller. One some games I have to use development mode to force dozens and dozens of orbital traders in the hopes of finding one. They don't come up often enough. I can wind up spending a whole year with my colonists sitting on their asses, unable to build or produce with no resources, just waiting for a trader to have a lucky skydriller so I we can progress forwards.
#44
I like the idea of making them like those crashed ships full of mechanoids.

One hive could appear in your base. When attacked, it will spit out all the creatures it does and start pumping more out over time. Attacking it would activate it and it would act like they do now. But if you left it alone, then it would be safe.
But then you make it dangerous by making the hive spread. As long as one hive is peaceful on your map, every couple of days an extra hive would appear. It might be nearby, it might be 50 squares away, in another part of your underground base/mining tunnel. The longer you leave it, the more hives will appear.
The danger is that once you attack one of them, they ALL activate. If you left it until there were 8 hives around then you're in serious trouble. And the longer you leave it, the more likely some idiot raider is going to shoot one by accident and suddenly you're buried under bugs.

Psychic ship parts are dangerous because the longer you leave them, the worse they affect your colonists. Make it similar with the hives. The longer you leave them, the harder the infestation will be to clear. Like real bug nests.

The starcraft part of me would like to see the terrain under them change and spread, like creep. Then other hives could appear on new creep. But then your colonists could keep one hive isolated by building walls around it or paving over the creep and that would be too easy. And if you couldn't pave over it, then that would ruin underground bases forever. So nuts to that idea.
#45
Ideas / Re: Idea how rimkids would work.
May 03, 2016, 12:34:40 PM
Vatgrown people would work.

There was a mod where you could break down corpses in an organ vat to make biomaterial that you could then use to grow regular organs for transplant. What if you could use that biomaterial in a some sort of human cloning tube.
It would be like a production building with a number of recipes. Cloning, Vatgrown Medic, Vatgrown Assassin, Vatgrown Soldier and the other one.

Cloning would recreate a dead colonist. I'm not too sure it's a good idea as it would water down that feeling of loss when your favourite colonist gets his head blown off. Perhaps it could be really expensive and recreates them as they were when you started the colony? Maybe they'll get a massive debuff that lasts a couple years at the idea of being clone. Maybe other colonists would dislike them for a while, thinking how can this clone replace the original.
Vatgrowing a colonist would give you a fresh pawn with whichever vatgrown background you picked in the recipe. It would just create a pawn with that childhood background and then maybe the colony settler adulthood background. Then appearance and traits could be randomised?

So now you can grind up the bodies of those annoying tribals and use them to grow artificial supersoldiers.

I've got a few ideas to keep things balanced:
- High biomaterial cost, since everything has to be grown and not all of a mangled raider body is useable
- Long creation time, maybe taking a season to two to create? This would be annoying as a power cut or solar flare would kill the growing colonist and you would have to redo it from the beginning with new biomaterial
- High power consumption
- 25% chance of the vatgrown going completely berserk when they're created. They'll pop out of the chamber immediately hostile to everyone. This could happen to clones, too. Which is doubly tragic as not only did you have to watch your favourite colonist die the first time around but now you have to order his clone killed. And then ground back up so you can try again.

I don't know how to do this but I think the systems are already there in the game. It seems like it would be possible. You just wouldn't be able to completely customise them.