Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - RickyMartini

#21
Ricinus Seeds





Textures donated by Shinzy!!


This mod adds the highly poisonous ricinus seed, which is a seed produced by a flowering plant called "Ricinus communis", also known as castor oil plant.
Want to get rid of a prisoner or all of your prisoners, but don't like the negative debuffs it gives you? Just kill them passively, by poisoning them with the ricinus seed.


How it works:

The ricinus seed has to be purchased from traders for a fair amount of silver. Depending on what your plan is, you can use this seed to place it into the prisoner room of your choice. Prisoners are "forced" to eat the poisonous seed and will die on its effects. The only "downside" is that ricin is a very nasty protein that will take several days to kill a pawn. The cause of death will be severe dehydration and malnutrition.

Colonists will avoid to eat the seed. However, they will still try to consume it when they are starving. Once a seed is eaten, there is no antidote for ricin poisoning available.


       
  • activating this mod does not break already existing A11 colonies (tested)


To install:

DOWNLOAD Version 1.0 [Alpha 11]

- Simply extract the contents of the zip file into the RimWorld mods directory.


Additional info:

Please help me find any issues associated with this mod or any incompatibility with another mod. Balance issues and general feedback are appreciated.


Changelog


_____________________________________________________________________________

   Version 1.0 (2015-06-20)
_____________________________________________________________________________

- Support for Alpha 11
- Added "Ricinus seed" to the game

#22
Mods / [Texture Request] Ricinus seed
June 19, 2015, 01:43:10 PM
Hey guys, I'm currently playing with the Hediffs of drugs and I've finished a mod about the ricinus seed. (google it  8))

Now I need a nice texture for that seed. I only need the texture of one single ricinus seed because it is not going to be stackable. :)

Here is what the ricinus seed looks like and should resemble like in the game:



Just remember that it is a seed. It should maybe cover 70% of one tile and not fill up everything. As big as the AI core maybe.

Is someone willing to donate a texture for me? :) The texture that I use will get full credit from me and a big thank you for the donator!!
#23
That's what traps were made for! *Evil laugh*

Funnily, this is almost the only way I use the incendiary traps. The IED bomb is sometimes used for sappers and the deadfall traps are the most frequently used.
But nothing is more satisfying then to use the incendiary trap as a trigger to cook up some mechs.  8)
#24
Accuracy stats should be displayed much more visible. At the moment, you can check a colonists accuracy (and many other stats about speed and skill) in the "Information" panel of every individual colonist.
I just realized that the accuracy and melee hit chance must probably be one of the most frequently checked stats when playing the game.


Why are accuracy and hit chance the most frequently checked stats?

Because it determines how good of a shooter/fighter they are. That means it determines what weapon I give them. Having a high shooting skill does not determine who's the most accurate at all. The accuracy stat counts in every lost limb, injury and trait that influence a colonists fighting skills.
It also determines what outfit a player would give the colonists (the best soldiers should wear better/more armored apparel). Many things like hunting or the general role of a colonist revolve around how good of a soldier a colonist is.

So again, these stats influence:

  • Assigned weapon
  • Assigned outfit
  • Assigned hunting job
  • Role of colonist during raid


What is the idea?

Having the accuracy and melee hit chance displayed more prominently and outside of the "Information" panel. It would be practical to see it in the "Character" tab.
Maybe as a number right next to where the shooting and melee skills are shown. There is enough space on the "Character" tab to display a percentage.
Also, since apparel wearing has been automatized since A10, we need a better approach to assign weapons to our colonists anyway. This would be a good step forward.


What would change with the accuracy being displayed more visibly?

Now you have the most frequently used stat built into the colonist screen without the need to open up the "Information" panel all the time. That means you can quickly and easily see which colonist truly is the most accurate.
It would make the assignment and exchanging of weapons between the colonists much easier.

At the moment, every time I want to exchange all weapons I currently possess (so that the best soldier has the "best" weapon and the worst soldier has the "worst" weapon) I basically have to write it down IRL and then switch weapons in the game. Because it's just too slow to enter the "Information" panel for every colonist and then remember the accuracy for everybody.
And don't forget, every time a colonist gets a scratch, a scar or loses a limb: You can start all over again!  :D
#25
Support / Question
June 11, 2015, 03:08:28 PM
Is there a way to hide the interface with the dev tool options? I can't find it.
#26
Off-Topic / Game Of Thrones [Spoiler Alert]
June 08, 2015, 07:30:32 PM
Hey guys just finished watching Episode 9 of the current season.

Man, I watched it alone and almost cried. Fuck Stannis.

Sorry, just had to vent.
#27
I still didn't get the hang of it now. Colonists perceive their surroundings in a radius and that gives them a general concept of beauty. It is possible to have 100% beauty, but how exactly does the number from the "show beauty" radius translate into the percentage?

For example, if I have a room and the "show beauty" radius has an average of 8.0, the colonists beauty perception should be 80% right? Nope, it isn't.

My quest is to understand how to achieve 100% beauty for my colonists without giving them too much. Obviously putting art everywhere will solve this, but I don't want to waste unnecessary space. So, has anyone already understood what exactly is calculated?
#28
Off-Topic / Gizoogle
June 06, 2015, 02:20:34 PM
Had the fun to be introduced to Gizoogle today. (makes reading the Ludeon forums fun)

Basically, you just put a link into Gizoogle and it transforms the page you pasted into "gangsta" talk.

To give you an example of how hilarious that looks like, I present to you Tynan introducing his persona with more street credibility:

http://www.gizoogle.net/tranzizzle.php?search=https%3A%2F%2Fludeon.com%2Fforums%2Findex.php%3Ftopic%3D33.0&se=Go+Git+Dis+Shiznit
#29
Has anyone any stories, or strategies on how to exploit anything in the game?

Exploiting visitors to get their apparel or weapons? Building an entrance that instantly kills every mechanoid? A strategy on how to efficiently stop attackers?

Share your stories!
#30
Ideas / Raiders opportunistically steal silver
May 16, 2015, 02:46:42 AM
Today this feature got implemented:

QuoteRaiders opportunistically burn crops (but not if it's raining on them).

So how does it stand with implementing stealing other goods? Is this idea in range for A11 or is it too far apart?
#31
General Discussion / Creating the hottest room.
May 08, 2015, 09:04:33 AM
I can't get over 200°C, doesn't matter how hard I try. Anyone got a room with a higher temperature than this? I'll post a pic of the room later.
#32
Mods / [Request] No Animal Insantity Event
May 03, 2015, 06:19:57 PM
Is there any mod who disables the two events "Animals went insane" and "Single animal went insane"?? I could easily live without it?

If there isn't, would anyone be interested in it? I think i could do it, only wanted to see if anyone already did it.
#33
Electric Smelter Limit




This mod adds the ability to set an upper limit for slag smelting on the Electric Smelter. At the moment, it's not possible to select "Do until you have X" for the bill "Smelt metal from slag" by game design.
This simple mod eliminates this problem, and now you can select exactly at which limit the bill is activated.


About the mod:

It's a simple mod I initially did for myself because I missed this feature which was changed after Alpha 9 but is probably going to finds it's way back into the core game soon enough. Good news for anyone who can't wait and wants to use this mod:

       
  • activating this mod does not break any existing savegames (tested)
  • activating this mod does not break any existing bills (tested)
Which means you can safely activate this mod and continue playing with existing colonies. Have fun!


To install:

DOWNLOAD Version 1.1 [Alpha 11]
DOWNLOAD Version 1.0 [Alpha 10]

- Simply extract the contents of the zip file into the RimWorld mods directory.


Additional info:

Please help me find any problem associated with this mod or any incompatibility with another mod.


Changelog


_____________________________________________________________________________

   Version 1.1 (2015-06-15)
_____________________________________________________________________________

- Updated to Alpha 11
- fixed some typos and shortened some code

_____________________________________________________________________________

   Version 1.0 (2015-05-01)
_____________________________________________________________________________

- Support for Alpha 10
- enabled "Do until you have X" on Electric smelter for "Smelt metal from slag" bill

#34
General Discussion / Which mod do you prefer?
April 30, 2015, 09:00:55 PM
Extended Surgery and Bionics, or Expanded Prosthetics and Organ Engineering?


I never tried both of them, and they seem so similar. (Because they are based on each other.) But for people who already tried and played with it, which one do you prefer?

Does any of these 2 mods have their weak sides? Or balance problems? Let me know! Thanks.
#35
Currently a doctor will take the nearest medicine to complete an operation. But ideally the doctor should take the best quality medicine just like when treating wounds.

At the moment it's totally random which medicine is taken.

The topic was discussed and put on Mantis Bug Tracker, but I don't if it will be changed. According to the status, it's listed only as a feature request.
#36
So apparently this guy hasn't decided which headgear he wants to put on.  :D

The cycle doesn't break and he keeps on doing this forever! Poor auto-switching colonist. :(
#37
I'm not sure if I should have written this under bugs, or if I want to put it as a question.

I'm pretty sure that my colonists are ignoring apparel made of "cloth".

My colonists search for pants that are above the "poor" quality and have more than 49% of health. So I started noticing that some colonists were wandering around without pants and there were new "superior" cloth pants laying around. As soon as I made another pair of pants with muffalo leather it was picked up. The cloth pants are being ignored in their automatic apparel search.

What did I miss? I can't seem to find the problem.
#38
General Discussion / Killbox Designs (Collection)
April 08, 2015, 03:45:59 PM
Hey guys I want to start a new thread where everyone can share how their Killbox Design looks like. To make this a successful thread here is some basic help on how to post:

To lower the discussion rate here are some other threads where people already discussed what to think of Killboxes:


How to Post:


  • Try to crop your size to at least 800 pixels on each side
  • make a nice description of how your Killbox works
____________________________________________________________________________________

I like to make screenshots and then upload it to puush (link). Then put the picture in with the "insert picture" button so the picture itself is in my post and can have text under and over it.



Like this picture of the game emblem.
#39
The solar generator says, "So what do you think about this whole renewable energy thing?" The turbine replies, "I'm a big fan."
#40
I'm playing RimWorld in german, is there anything one can do to report bad translations, or even report when something isn't translated at all?