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Messages - NuclearStudent

#61
Quote from: Hague on October 21, 2015, 06:35:48 PM
Babies are easy: Immobile creatures in constant need of "rescue" and a warden like attention. Toddlers that need a zone to be held in and fed. Juveniles could feed themselves and could be assigned follow another pawn around and learn skills from them.

All babies would be assigned a background associated with the Rim Kid, Crash Child, Outlander Child (something along that vein) which would give them average background perks +1 to every Skill and random passions. When they grow to adulthood they get an adulthood background based on their highest skill they've acquired shadowing another colonist with some variations for flavor (pawns raised might become empath if there's an empath in the colony. Passing on traits, etc.) Would be a lot of work :P

This also brings up another opportunity for colonist production: Vat-growing people. So if anyone is interested, a mod to let you vat-grow colonists would be pretty interesting...

Easy to think but a butterscotch bitch to code he he.
#62
There are Quantum Stockpiles which work like that.
#63
Ideas / Re: Your Cheapest Ideas
October 20, 2015, 02:58:05 AM
Quote from: JimmyAgnt007 on October 15, 2015, 12:53:30 PM
Id like to see hunting handled as a bill at the butchers table (accessible and constant across all of them) where you can select what animals to hunt.

Also, when people are hunting, have an exclusion radius around the hunter like the AI deals with avoiding turrets.  So if you are out hunting boars lets say, the first hunter goes for one, then the next hunter goes for something outside that radius.  So they stay away from each other.  Hopefully this keeps them from walking into each others field of fire.

Actually a good idea.
#64
Quote from: tigg on October 09, 2015, 03:14:33 AM
I miss this mod. I haven't played using Alpha 12 yet as I'm still finishing a game in 11 but I can't see any door controls. There are of course the zones but my colonists don't always want to obey the zones, I'd rather just lock the door and be done with it.


There's "stay open" but no "force open", which makes me sad.
#65
Quote from: aGuyNamdJesus on October 19, 2015, 01:10:58 PM
Ok, I don't post much here but I found a pretty game breaking bug. I searched the forums for each mod I have (only a small handful) and can't find anything so I will post it here and copy it to each of the others.

I use

Combat Realism CORE
Combat Realism Defence Pack
Community Core Library
Expanded Prosthetics and Organ Engineering
Numbers

All currently up to date and running just fine except for one thing...

Cooking tables are built but never show up. It's like they disappear. Kinda important. Just thought I'd let each mod author know so they may find it if it's something with theres.

Go into "options", and check "dev mode." You'll see an error log. Try to build a cooking table and take a screenshot of whatever error messages pop up.
#66
General Discussion / Re: My very first Colony
October 20, 2015, 12:38:17 AM
I would suggest walling up your entrance and putting a door. When a hundred angry rednecks come a knocking with shotguns and grenades, it never hurts to have a backup plan!

#67
Your character will get in game when the next Alpha version is released, which will, unfortunately, be a couple of months from now.

If you provide your name and desired backstory, I might be able to make a mod to put that in for you. No guarantees.
#68
Ideas / Re: [Feature Change] Living Arrangements
October 20, 2015, 12:32:08 AM
I do like the idea of being able to designate apartments. Being able to designate entire rooms as personal bedrooms would be nice, but I also like the idea of being able to designate some outdoor space for specific colonists. I would love to be able to designate a patio and a yard, for instance. A kitchen, a walk-in closet, a bedroom, and a powder room would also be pleasant.

I'm skeptical about removing "sharing bedroom" completely. "Sharing bedroom" makes it clear to new players that barracks are not the way to go for maximum happiness. It also makes intuitive sense, and reduces frustration at "disturbed sleep", because "sharing bedrooms" helps us see what's going on. "Sharing bedroom" is also a penalty that separates bunkrooms from the Ritz. Afterall, having twenty pieces of furniture doesn't help morale that much when 19 of them are the empty sleeping places of former comrades.

(Incidentally, I would be interested to know how you concluded that barracks are the most efficient way forward. I concluded that private 1x2 bedrooms were the best way to do it.)
#69
Ideas / Re: Hauling colonists
October 20, 2015, 12:17:58 AM
Quote from: Wex on October 19, 2015, 12:55:17 PM
There's a workaround actually.
Schedule an operation for him, drag him to a bed, cancel the operation, give assistence.
\

Dayum, that's smart.
#70
Download "Clutter."

I have no idea how many hours I've spend designing stylish living rooms and agonizing over where to place the chairs and tables to make a free-flowing area. It's great!
#71
Quote from: DrAmazing on October 19, 2015, 09:20:09 PM
So I just started this colony today and I had a good laugh. Meet Gunner, Allrond, and Engie. Gunner is a medieval prick that is nothing but pure skill with guns. Allrond is as his nickname is almost: An all around to do everything. Engie was mostly constructing and repairing, but that's unimportant. After starting, I realize nobody but Engie has the ability to haul. I sigh and designate some place to build home. Arming Gunner with the survival rifle, I designate some Muffalo to be hunted. However, I kiiiiiiind of forgot that animals can revenge now. There were about 7 of the pricks, and Gunner downed two before the revenge kicked in. He got downed and the animals went for Engie and Allrond. Allrond was presumably kicking rocks around before being gored by a wall of fur and horn. Engie was able to run through the hastily made wall and forced the muffalo to go around. This gave her time to stuff the other guys in beds, but right after she got downed herself. The Muffalo decide lingering is.... good. They are now in a cycle of getting up and rescuing the last person and then getting downed again. Those Fucking spawncampers friendly animals will just stay there till the end of time, I suppose. And so ends my first Randy Random colony.

Eventually, animals become unmaddened. In, say, half a month your colonists should be able to move around scot-free, provided that the muffalo don't tear out their eyes.

I love the name "Engie", by the way. Is that a reference to http://www.nerfnow.com/ ?

#72
With a (hack-job version of) the Ultimate Overhaul Modpack, one of my female colonists got pregnant.

All of my colonists were in crypto but her and her canonical mate, a lean cybernetic genius crafter that had an unfortunate habit of going mad and losing control over his own limbs. Must have been wild in bed. So, I was much surprised to find out that colonists can get pregnant, that the uterus is apparently "the liver", and that spontaneous abortions can happen due to spousal abuse. :(

Anyway, life lesson is that the game confirms your ships, and then slaps them down hard. Don't get pregnant on a rimworld.
#73
Mods / Re: Mod request: Shia LaBeouf
October 19, 2015, 09:18:01 PM
Here it is! The ShiaLabeouf Faction Mod!  :D

It's patterned off of Shinzy's Norbals mod. I have no prior modding experience, but I managed to figure it out by copying the right files. If it doesn't work, post something about it. My computer is incapable of running Rimworld at the moment so I can't test it.

[attachment deleted due to age]
#74
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 18, 2015, 01:02:44 PM
Quote from: StinkyFinger91 on October 18, 2015, 07:59:09 AM
Well goodbye for awhile then, Rimworld. Ultimate was the only reason i came back. i come to install NINEFINGER'S UOP, only to find it is not here. Good luck with modding and and I'm sorry to see such a great thing go. Lets hope the creator of this game can incorporate some of the great mods into the full game. Good luck with this endeavor.

But bro, you an use Gent's dev build, which is almost the same as 9fin's UOP!
#75
Quote from: skullywag on October 18, 2015, 08:54:38 AM
you could start by asking me ;)

https://github.com/Skullywag/LessLethals

Try it out theres a release in the release tab, i just havent had time to update my threads.

I love you.  :) sincerely, I do.