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Messages - twoski

Pages: 1 [2] 3 4 ... 18
16
do you have any other mods that mess with the insect hives?

17
Strange error... I'm guessing it's a mod conflict?

18
Ideas / Re: Colonists knocking themselves out
« on: September 14, 2018, 01:50:01 AM »
Eh I don't know, dope fiends are gonna fiend so it doesn't seem wildly unrealistic to me. IRL I've known a few people who drank or doped even when it was clearly going to cause them a problem.

Are you saying that your friends immediately fall flat on their face after smoking a joint?

I mean, i know some people get couch locked and end up just sitting on their couch, but collapsing and requiring someone to haul them to a bed? That's excessive

Maybe smokeleaf could make colonists tired instead of reducing their consciousness.

19
Ideas / Colonists knocking themselves out
« on: September 13, 2018, 02:56:49 PM »
So sometimes if one of my colonists with weakened movement gets stressed, they will go and smoke a joint.

The problem with this is that the joint reduces their ability to walk, causing them to fall over incapacitated. This is kind of wack. Even if my grandmother with a bad hip smoked a joint she wouldn't suddenly fall over and become a ragdoll.

It would be nice if these drugs wouldn't induce this sort of thing. Or, if they absolutely must, then the pawn should do a check to see if smoking the joint would incapacitate them, and smoke accordingly.

As it stands, it's not an incredibly realistic dynamic.

20
it only changes hive behaviour. if infested chunk spawns hives then those hives won't reproduce, they will send out manhunters.

21
Mods / Re: Want to see YOUR mod in RimWorld?
« on: September 12, 2018, 10:32:59 PM »
I updated my mod which changes how infestation works.

Instead of hives growing and spreading exponentially (which is really bad for multiple reasons), they will just intermittently spawn manhunter insects. If the player doesn't deal with the hives, they will have a never ending wave of bugs invading their base. When the hunter insects down a pawn, they will haul it back to their hive.

This makes the event a lot more user-friendly and also creates more interesting rescue situations where the insects abduct your pawns.

22
Updated to B19.

23
Ideas / Re: Insect hive is still an awful event
« on: September 12, 2018, 10:21:29 PM »
This annoyed me so much that i made a mod to improve it.

https://steamcommunity.com/sharedfiles/filedetails/?id=757053824

24
Ideas / Re: put toxic fallout in lower levels with reduced severity
« on: September 12, 2018, 08:19:09 PM »
it needs to be tweaked more on biomes where you can't grow plenty of crops.

on a normal biome like jungle you have no excuse for not having a million food stored at all times. create some huge grow zones, grow a LOT of food, then stockpile a bunch of it in a freezer. you should always have enough backup food to last you through these events. if toxic fallout hits, then make a nutrient paste machine and use that with all your stored food.

in the tundra it's a different situation, you have very limited options for food and having toxic fallout is basically a death sentence if you have no hydroponics. hence, it should not last too long on biomes where it's more difficult to deal with

25
Ideas / Re: Insect hive is still an awful event
« on: September 12, 2018, 01:33:30 PM »
That only works if your base is flammable, and if the hives actually spawn in your base.

In my case, they spawned in a section of mountain i had stripmined out. As soon as one is aggroed, they all come out of the mountain. Even with all my pawns sitting ready with their weapons, there are too many of them to counter. They eventually get through the hail of bullets and start to melee pawns, and at that point the fight is already lost.

26
Ideas / Re: Insect hive is still an awful event
« on: September 12, 2018, 01:23:43 PM »
yeah, i typically play on high difficulty. the hive event, if encountered early on, is actually not that bad. if it's one or 2 hives then you just have to ignite the hives and back off and deal with the insects as they come, and there's not that many. the problem is that this event gets exponentially more difficult based on how many hives are spawned. i am in the mid-late game and the number of insects is staggering, nearly impossible to deal with even with a fully kitted out squad of pawns.

27
Ideas / Insect hive is still an awful event
« on: September 12, 2018, 01:10:42 PM »
The insect hive event is important since it creates a new threat for people who make mountain bases. The problem is that it's so incredibly poorly implemented. They made it worse because now as soon as you ignite one of the hives, the entire army of insects raids you. In my situation the hives happened to appear in the caves away from my base but that really only makes it harder to deal with.

This wouldn't be so terrible if the insects weren't the most insanely tanky npcs in the game. i have a colony of 10 dudes outfitted with LMGs, miniguns, heavy SMGs, etc and none of this puts a dent in the army of bugs before they overwhelm the colonists. They are just too numerous, and i don't have the luxury of time when it comes to creating more defenses, since THE HIVES REPRODUCE AT A GEOMETRIC RATE.

If you don't fight them within 3 days of the hives appearing your savefile is effectively ruined since the hives spread with no upper limit. The amount of insects will become nearly impossible to handle, and if you get raided or something else happens to delay you, then they will actually reproduce so much that it causes severe framerate loss due to all the insect NPCs constantly pathing around and digging, etc. It's just a horribly conceived event.

Glad to see ludeon has doubled down on making this the most unenjoyable event in the game! At least in the past the bugs didn't suddenly become skynet when you ignited their hives.

It would be very easy to make this event decent: Hives should not reproduce AT ALL. Instead, they should periodically spawn manhunter spelopedes that hunt down colonists and dig through walls, etc.

28
Ideas / Re: Poison strawberries?
« on: September 11, 2018, 03:04:49 PM »
From the looks of it, strawberry plants yield the same berries that the wild berry bushes have though.

29
Ideas / Poison strawberries?
« on: September 11, 2018, 01:16:39 AM »
Wild berries that grow on bushes are "high risk". Which means they can sometimes be poisonous and cause sickness.

The strawberries you can grow in designated grow zones are also just considered generic wild berries when harvested. They can also poison pawns. I dunno about you guys but i've never had a strawberry that was poisonous before.

Is this a bug? Did they forget to rename strawberries to something more appropriate?

30
Ideas / Re: Nudist debuffs from jackets
« on: September 11, 2018, 01:14:05 AM »
Easiest thing i can think of is just making hats and jackets not apply to nudity.

Think of it like those flashers that go around with a trenchcoat on, showing random people their genitals and running away

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