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Messages - James009

#16
Nice work! I wonder what else could be done with this!

- Makeup
- Facial hair
- Scars
- More eyes
- Noses
- Dirty faces
- Androgynous (some male faces for women but rare; some female faces for men but rare)
- Glasses

Then start linking these to traits or backgrounds and, boom, you have something outstanding.

EDIT:
Getting a dropbox 5xx error when trying to download.

Works now!
#17
Very cool, going to be following (and downloading) this one. Can't wait to see you add in the Coreworlds content!
#18
What file type are you saving as? My experience is that .JPG files reduce the quality by quite a bit.

Then again, I've never edited Rimworld files... yet.
#19
Mods / Re: [Mod Request] Harvest organs dead cropse
December 22, 2014, 05:41:54 AM
Agreed. Needs to be a timer on corpse organs before they're useless.
#20
Mods / Re: To create a Space Marine
December 22, 2014, 05:38:11 AM
If your going to invest the time, resources, and effort into creating a badass space marine they might as well remain useful in all tasks (but the player should reduce their priority).
#21
General Discussion / Re: Body part functions
December 22, 2014, 02:28:55 AM
Excellent question, that being said I'm enjoying the new medical system.

Also, pretty sure your heart lets you live and much more. :P
#22
Ideas / Re: What do you want in alpha 9/10?
December 20, 2014, 04:40:48 PM
- I'd love to see an advanced start (like what zackiz suggested above) where you can customize your initial colonists in greater detail.
- I think starting scenarios where you can chose to begin with unique starter conditions would be nice: a crashed ship (normal game), military outpost being established (defense focused with more attacks but soldiers), business venture (focus on money and resources), an initial colony settlement (much like a normal game but with more people), or you establish a religious outpost (more visitors and pilgrims). Perhaps, in time, you could even play as a tribe or pirate faction.
- I'd love to see colonist roles (like Nobles from Dwarf Fortress) that do things to improve life and efficiency in the colony. Definitely start with things like Expedition Leader (who does a little of everything from talking to meeting with visitors for diplomacy), Sheriff or Enforcer (who arrests people who go crazy or become aggressive), Chief Medical Doctor (who focuses on providing medicine, mostly a flavor role), and a Warden (prioritizes prison management). Maybe in time you form units for protection, medicine, and prison duties.
- Burrows and alert status (again, like in Dwarf Fortress) to keep people in certain areas especially during hostilities.

Anyways, game is great, keep it up!
#23
Bugs / Re: Alpha8 long loading time
December 20, 2014, 05:42:23 AM
Alpha 8 Update
Just curious if there has been any progress on this rare issue. I've had this issue in my game since Alpha 4 (I think) and it's still present in current Alpha 8. I see that it's still an open bug ticket and I'm really hoping this can get resolved.

I've been doing some testing with this. I've disabled all non-essential background programs (ie. STEAM, Skype, ect.), I don't have anything like Hamachi installed, I'm using a normal hard-drive but I have a secondary hard drive hooked up (internally), I do sometimes use external USB drives but not this moment, I have a wireless mouse that uses an unwired USB, all CDs were removed from the drive, and no other programs running in the background. I tried moving my game's location from "C:/Games/" to just "C:/" with no change in load times. I did verbose logging with debug mode with no results that I could see (see attachments). After trying all of this I even attempted to remove any Rimworld references from my registry to see if that was somehow effecting it, no change from that. Lastly, I attempted to just copy the mod files into the "core" folder and was surprised to see that the game still took forever to load.

I've been testing these with Cybernetic Storm, More Hair, and Mini Dispenser mods (separately).

Oddly enough my main desktop gaming computer has this issue while my laptop (which isn't nearly as powerful) loads them perfectly fine (within seconds).

Anyways, anything I can do to help with this let me know. It sucks not being able to play the game with simple mods :P

Thanks again.

Note: Mods config data is -1 because I deleted the file so I could load the game. Without that the game would attempt to load with the mods and I'd lose 10-15 minutes. The game does not load any faster with that file active from startup.

[attachment deleted due to age]
#24
I'd been very surprised that we hadn't seen a "fantasy" mod by now, maybe this can kickstart it. I'd love to see Rimworld converted into a fantasy-medieval game with orcs, elves, and humans kicking about. That'd be fantastic, especially with the melee and weapon revamp we've been seeing.
#25
Quote from: Nimr_Tiger on December 10, 2014, 04:15:25 PM
Gah, the new alpha release has highlighted how much I rely on this mod erryday
Yeah, I naturally think that this mod's features are ingame and I'm surprised every time I try to use them that they are just not in the V8 update :(

#26
If you can successfully add to the "relationships mechanic" then more power to you.
#27
Quote from: skullywag on October 08, 2014, 06:40:54 PM
ok heres the deal to everyone if you give me a texture and what you want it to hold and the size it is to be, Ill see if I can add it, it takes seconds, literally. Fire away!
Uhhh, something to hold clothing would be nice. A closet, clothing rack... idk. 1x2 would work (hell, 1x2 is probably the best size regardless).

Good luck!
#28
Wow, that was quick! Fantastic. Re-downloading now.
#29
Outdated / Re: [MOD] (Alpha 7) More Storage
October 08, 2014, 03:51:13 PM
Yeah, great mod. Thanks! I'm really enjoying the variety.

Perhaps we could have some 1X2 unique looking weapons/armor storage for our armories?
#30
Yeah, this would be a fantastic feature. You should be given an option to rescue them and then A) keep them as a colonist (after convincing them to stay) or B) return them to their home (results in a diplomatic and financial bonus).

In my game I've started to just "rescue" them and then use debug mode to reset the negative modifier that you get from it. I feel bad sitting there watching them die after a battle or attack.