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

Messages - twoski

#256
Ideas / Re: Some "cheap" suggestions
August 30, 2015, 11:47:30 PM
well the meteor size can be changed, what is important is the quantity of rare resources it drops. which should be easy to sort out.
#257
Outdated / [A12d] Gunsmithing Bench
August 30, 2015, 04:04:38 PM
Hello all.

Here is a simple mod that allows you to research gunsmithing. It takes 1200 research points to research it, and once you do you get the ability to create gunsmithing tables. You can craft only bullet firing weapons (you aren't allowed to make plasma rifles, grenade launchers, etc). All weapon recipes require steel. More powerful weapons such as the LMG require some plasteel as well. If the person crafting is competent, they are more likely to make a good quality weapon. It takes a fair bit of time (and in some cases, resources) to craft weapons so plan accordingly.

I'm sure someone out there has done this type of mod before, i just wanted to get some practice as well as implement it in a way that i see as balanced and fair. This mod does not make the game much easier, it just provides an alternative way to get your hands on weapons. It takes considerable research time and production time to craft weapons, so you can't farm them extremely fast to turn a profit. You must also make sure you don't use up too much plasteel crafting guns.

Image of it in action (taken in A9, but you get the point):



Grab it here: https://github.com/twoski/RimworldMods/archive/master.zip



Install notes:

Dump the GunSmithing folder from the zip file to your rimworld mods folder and enable it in the mod menu ingame to use it.

Please give credit if you include this in a modpack or use it in another mod.
#258
Outdated / Re: [MOD] [A9] Gunsmithing Table
August 30, 2015, 03:07:23 PM
Would this mod from A9 work in A12?

I'll run some tests and see if it does. In terms of balance does it feel about right?
#259
Ideas / Room sizes
August 30, 2015, 02:52:17 PM
Why are 8x8 bedrooms considered "neutral" in terms of size? Honestly, 8x8 is pretty massive for a bedroom. I live in an apartment in real life with a bedroom that is probably 1/3 of that size and it's extremely spacious.

The room size calculations need to be reworked. A 6x6 bedroom should be more than enough space for a person. It's not like they are in these rooms 24/7.
#260
Ideas / Re: Toilets?
August 30, 2015, 02:46:59 PM
In my opinion this is getting too micromanage-y. Colonists are already needy enough i think.
#261
Ideas / Re: Some "cheap" suggestions
August 30, 2015, 02:46:07 PM
For the large meteor event, the meteor could be roughly 8x8 tiles wide, for the smaller ones they could be tiny little ones roughly a tile or 2 in size.
#262
Bugs / [Alpha12d] Self-hating nudists
August 30, 2015, 02:02:22 PM
For some reason my nudist pawns keep wearing clothes and ruining their +20 mood buff for being naked.

I have to designate all clothes on the floor as non-pickuppable or else they will eventually wear something and lose their mood buff.  :'(

Seems like a bug. Nudists should only prioritize wearing hats, not other clothes.
#263
Ideas / Some "cheap" suggestions
August 30, 2015, 01:48:04 PM
I've been playing RimWorld sporadically for a while now, i generally play around with it, then lose interest, then reinstall a few months later once more features/fixes have been implemented.

Overall it's pretty solid but there are a few issues that reoccur every time i play. These are small issues that i think would be easy to work on.

In no order of importance:

Weapons.

It's really a hassle to get your hands on some non-rubbish firearms. I made a weapon smithing bench mod for this game a while back and i think i posted it on the forums here. The jist of it is that it takes plasteel and steel to craft weapons. I think some may require uranium too. But the amount required was high enough to make it somewhat of an investment (since plasteel is needed to make the space ship you have to be careful with your resources), and the quality of the weapon relied on the crafting skill of the person making the weapon. You also had to research the bench and it took a fair investment of research time as well. I think it was quite fair, honestly, and i hope you consider doing something like this. You can even steal my mod, i already implemented everything.

Lacking Resources

A few of the games i played were a little obnoxious solely because of the lacking resources on the map. Sometimes it seems like plasteel doesn't exist. Uranium seems even more rare.

It would be nice if the world generator had some hard lower bound on how much uranium/plasteel got placed on the map because as it is, it's really feeling like blind luck.

Alternatively, introduce more events that bring rare resources to the map.

Events.

Or specifically lack of events. The last time i completed the game, i think i counted 8 mortar barrage events. The map was littered with sandbags by the time i managed to lift off. It's a really obnoxious event since you either have to send off all your pawns and hope to god they don't all get incapacitated, or sit and let them take a dump on your base from a distance before besieging it. I'm okay with this event happening on average once or twice in a game, but as it stands it's way too common. Events are really easy to do from a modding perspective so i assume it wouldn't be too hard to add some variety.

You have plenty of pawn-oriented events but there needs to be more natural disasters! Fire is an awesome thing to deal with, yet it rarely seems to be a threat.

Some simple ideas:

Meteor strike: A large-ish meteor hits the map and causes a massive fire around its impact site. The meteor can be mined to give uranium or some other rare resource. This ties into the severely lacking resources problem i mentioned earlier.

Meteor shower: Smaller meteors rain down on the map and cause fires at their impact sites. The small meteors can be mined for a small amount of some rare ore, similar to the large meteor.

Brushfire: On dry biomes, have a small chance for a fire to randomly start somewhere during a heatwave. Simple as that.

Sandstorm: In desert/dry biomes have sand start blowing around for a short period. People who aren't indoors will have a hard time breathing and may be incapacitated.

Tornado: Maybe slightly harder to implement, but a tornado would take form on a random spot then move around in a somewhat unpredictable fashion. It would destroy plants, turn trees into logs, and cause significant damage to buildings (smaller buildings such as turrets would be outright destroyed). Wooden walls would be susceptible to being torn apart by tornadoes. The resources dropped from breaking stuff would be thrown in a random direction too. Pawns and animals would be sucked in and thrown in a random direction by the tornado and be incapacitated.

Hurricane: High winds with a high chance to damage wooden walls and smaller buildings like turrets. Occurs in maps that are situated geographically near the ocean.

Hail storm: Happens in the cold biomes. A short event where large baseball sized hail pellets rain down and cause random damage to outdoors things. Pawns get bruises if they stay outside too long.

Secret attacks: I notice that the visitors event is one of the most common. Maybe have a small chance for small groups of visitors to actually be pirates who reveal their identity once they are within your designated home area.

Weapon drop: This ties into the lacking firearms topic. Maybe have a drop pod containing some weapons fall from the sky. A short period of time later, and some pirates appear on the map in search of it and will walk over to the weapons pod. If they find the weapons, they take them and leave. Otherwise, they siege your base.

As you can see, there's plenty of interesting nature-based events you can do. Not everything has to involve pirates destroying your base with artillery or weapons. Events are what really make games unique and interesting, there should be a much greater focus on diversity and man-vs-nature here, i think.


#264
Outdated / [MOD] [A9] Gunsmithing Table
March 01, 2015, 09:56:53 PM
Hello all.

Here is a simple mod that allows you to research gunsmithing. It takes 1200 research points to research it, and once you do you get the ability to create gunsmithing tables. You can craft only bullet firing weapons (you aren't allowed to make plasma rifles, grenade launchers, etc). All weapon recipes require steel. More powerful weapons such as the LMG require some plasteel as well. If the person crafting is competent, they are more likely to make a good quality weapon. It takes a fair bit of time to craft weapons so plan accordingly.

I'm sure someone out there has done this type of mod before, i just wanted to get some practice as well as implement it in a way that i see as balanced and fair.

Image of it in action:



Grab it here: https://github.com/twoski/RimworldMods/archive/master.zip

Dump the GunSmithing folder from the zip file to your rimworld mods folder and enable it in the mod menu ingame to use it.