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Messages - Devon_v

#16
General Discussion / Re: Micromanage Jobs?
October 25, 2017, 12:14:43 PM
I also use mods to extend the control of the work types. Vanilla just does a horrible job of it because it's more concerned with closest pathfinding than anything else, and some of the work types that fall under the same category aren't remotely equivalent. Take "growing" for instance. Anyone can put a seed in a hole and cover it up, but a low skill grower will ruin the harvest. You want to be able to tell everyone with at least a little skill to help with the sowing, but you only want the best farmers to bring in the harvest. Vanilla you have to keep micromanaging who's allowed to "grow" at any given time, when you can just set the correct priorities with a mod. Plenty of other skills have this issue where you absolutely want low skill pawns doing the "unskilled" part of the job, and you don't want them anywhere near the skilled labor. And yes the forced/prioritized work feature would be nice if the pawn didn't constantly try to get back to what they think they should be doing. Especially annoying is when they won't even finish what you told them to do first.

Personally I play smaller populations with a lot ot mods that make the game more hands-on, so micromanaging my pawns isn't really a big deal and kinda makes the game more...interactive...but there are times when the pawns just make stupid choices that are like "this is why I can't leave you guys on speed 3 for a few days to get somethint done."

I understand that upgrading the AI to think deeper would kill the performance, but having the options to set up a smarter "if-then-else" tree for each pawn really helps. It's one of those mods that I can't live without, and I just can't tolerate new alphas until I get the ability to actually give my pawns brains again.
#17
General Discussion / Re: Best Non-Gamey Defense
October 24, 2017, 05:00:19 PM
Blockhouses are fun. If you have a mod that provides embrasures they're easy to build, but you can also do it with held doors giving you firing ports that can be closed off as the enemy gets close. The terrian you're playing on has a lot to do with it as well. Combat Extended makes a difference in some of the weapon types, notably the close range effectiveness of shotguns even in unskilled hands.

Walls are perfectly valid as sappers will show up as a workaround.

Overall, if you're looking for more combat depth you'll likely want to look into mods because vanilla just sorta turns into tower defense.
#18
I play maximum Ludeoncrilous. I'm not one of those people who just leaves the game at speed 4 all day, so lag is not an issue. (Also lag is not an issue in general with a decent CPU)

The other map sizes just seem so confining. You build one compound and you're already at the edge of the map. On a max map you can build a small fortress with outlying farm lands and blockhouses and still have space between you at the raid spawns.
#19
Quote from: Crow_T on October 24, 2017, 08:29:08 AM
AWESOME! I look forward to more pain and suffering, destruction and rebuilding.  ;D

It looks like EMP mortars no longer exist, do the antigrain ones replace them in some way?
Re-read the OP. Vanilla mortars work like CR/CE mortars now, which makes far more sense. It's the shell that does the stuff, not the tube. :)
#21
Quote from: gustavoghe on June 20, 2017, 05:30:10 PM
Ok, new to this thread.

So where are we standing on a compatibility with Combat Extended mod? I know currently it isnt compatible. So it didnt make the SK HARCORE mod. This mod is so awsome that I think it should be in there dont you all?
Someone would have to sit down and tweak gun stats for every last weapon along with defining the varied ammunition they use. If the guns all have good balance with vanilla it might be as simple as switching them over to CE's shoot verbs and accounting for any special cases like shotgun-style weapons, but there'd still potentially be a ton of ammo to add. (Which would also need art)

NoImageAvailable has been working on some stuff. There's a formula which will convert a gun's real world stats to CE-Rimworld stats, and he just added some sort of feature that seems related to compatibility patches, but I'm not sure how that works yet.
#22
THANK YOU. I've never understood how that valuable bionic leg is just somehow ruined forever if the person it's attached to dies, yet I can mangle said person horribly and surgically remove the leg and it's fine. I'd taken to just using the dev controls to spawn bionics as "loot" when someone so equipped died.


Doing this might have been a major issue in previous alphas, but 17 drastically changed how mods can interact with data for the better.
#23
Unfinished / Re: WIP[A15] Superior Crafting Revived
June 19, 2017, 08:25:30 AM
Quote from: kaptain_kavern on June 13, 2017, 10:58:23 PM
I've started again from scratch, taking advantage of the new XML patching possibilities  :P
Probably for the best, as that will improve compatibility. You could also, I believe, redefine the existing resources names and graphics to make them the finished products, then add the raw resources as a precursor so that existing mods point to the correct items for recipes. Then you'd only need patches for stuff like Vegetable Garden which already have their own raw cotton and devilstrand, etc.
#24
Unfinished / Re: [A17] Simple Slavery v0.1
June 17, 2017, 08:43:04 PM
Quote from: PixelBitZombie on June 17, 2017, 02:45:07 PM
Quote from: Thirite on June 17, 2017, 01:25:07 PM
@PixelBitZombie
I don't believe so. "buildslave" is just referencing a directory on your computer. In computer terminology "Master" and "Slave" refer to a system where (typically in reference to HDD set up) one component controls another. By the looks of it the error is a from a Harmomy Patch which affects how projectiles are shot. Not sure what mod that could be without seeing your modlist, but I suspect a mod which adds a special gun.

Alright thanks for the heads up. Then yeah its most likely Combat Extended.

CE uses custom verbs, so I don't think so. The entire mechanics of firing a bullet are different in CE.
#25
Releases / Re: [A17] Combat Extended
June 09, 2017, 05:47:49 PM
Yays!
#26
Oh god I've been waiting for this post! I refuse to play Rimworld without CR/CE. :)
#27
Outdated / Re: [A16] DeadMansClothing (V 0.16.1)
April 15, 2017, 04:16:28 PM
Quote from: AngleWyrm on April 15, 2017, 03:28:55 PM

Quote from: Devon_v on April 15, 2017, 03:20:23 PM
Drugs, mechanically, are just diseases caused by consumable items. Crafting them is the same as crafting anything else. Hence, easy.

So would it be easy to make an event that sometimes when a consumable item is going to give food poisoning, instead it gets the colonist high?
I've never tried, but I presume you just substitute the smokeleaf HeDiff.
#28
Outdated / Re: [A16] DeadMansClothing (V 0.16.1)
April 15, 2017, 03:20:23 PM
Quote from: shadowstitch on April 15, 2017, 03:07:08 PM
Thanks for this, another necessary mod to undo some totally needless additions.

Oh sure, we don't have sand for sandbags or glass, or water for drinking/cleaning/bathing, or plumbing for sinks and bathrooms, or even fences for animals, but we sure do have a comprehensive drug production feature and tainted clothes!

Sometimes Tynan's development priorities baffle me.

Adding one flag to an item is approximately 748% easier than adding an entirely new gameplay system.

Drugs, mechanically, are just diseases caused by consumable items. Crafting them is the same as crafting anything else. Hence, easy.
#29
Unfinished / Re: [A16 WIP] Scuttlebugs
March 06, 2017, 09:04:18 PM
Parasites don't generally have an end game. Especially those that can be fatal to their hosts. Lethal viruses for instance, left unchecked, will eventually wipe out every viable host and therefore go extinct. They're essentially degenerate lifeforms that have no long term viability, but they exist.

If someone wanted to do away with a form of life, a lethal parasite which could only reproduce using that life form as a host would be a pretty good way to go about it. Of course Prometheus went and implied that that's exactly what the Xenomorphs were, so headed back to Alien again, but maybe some Glitterworld decided that everyone not able to muster medical skill 10 was literally too dumb to live. Or maybe some Transcendent world decided to send something back out into the 'verse after all.

They could also be a biological weapon that got off its intended battlefield. Something like Autonomous Mobile Swords or Daleks, roaming the galaxy, still killing long after their creators have perished.
#30
Quote from: Dorian on March 06, 2017, 02:20:57 PM
I apologize for not reading all 99 pages, but I was wondering if you get negative relations, or something bad if you don't accommodate visitors?  Just wondering if I can install this and only use the mod for bonuses when I have a well-built colony.  Or will visitors show up and be pissed that they have nowhere to stay/play etc?
They get annoyed and it degrades relations if they have no place to stay.