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Messages - GOForce3

#1
One thing that should be included in the game is a mood modification for each tamed animal.  For instance, the Yorkshire Terrier, while being useless for battle, meat and training, could boost the mood of the other colonists.  And it can only be trained in obedience, and if it is, whenever it's with its owner, the owner would get a big mood boost.  On the flip-side, the cobra or warg would bring a negative mood debuff for the other colonists.  Those things would be scary to be around.  You'll have to keep them away from the general population.  The other animals would have varying effects on mood.  Like a cow or chicken wouldn't affect mood at all.

This would add a whole new dimension to the pet system.  Make them useful for more than just attacking, meat and wool/leather.
#2
General Discussion / Re: How to make them put out fires?
November 04, 2015, 01:50:23 PM
Instead of modifying home zone during toxic fallout, create a new area that's indoors and tell your colonists to stay in that area.  You can create a new zone by going into the zone menu and choose expand allowed areas and choose manage areas.  Create new one and name it.  Then go to restrictions tab (you can also manage areas from this menu) and you can tell your colonists what areas they are restricted to.  Or you can go to each colonist and the right-most status box is their current area (defaults to unrestricted).  You can click on it and choose any area you want him/her to stay in.  You'll have to go back into the expand allowed area to actually select the area for the new area you made.  When you create a new area, it won't automatically expand the area.

I've also noticed that if the colonists are sleepy and go to bed, they won't always go out to beat out the fires.  They'll lay comfortably in their beds.  I've had to micromanage them to extinguish an inferno several times.  Very annoying.
#3
General Discussion / Re: Why is it so hot?
November 04, 2015, 01:42:48 PM
The coolers are placed correctly, but don't produce nearly enough cooling for that big room in a heat wave.  You'll probably need 4 coolers to get that big room to your target temp.  You can put 2 coolers where that little 1x2 open area is and make that 1x2 area unroofed.  I do that for internal rooms that I want to freeze things where there's no outside walls.  All you need is a tiny little enclosed room and remove the roof and the hot exhaust of the coolers doesn't ramp up the heat (it'll stay the same temp as outdoor ambient).
#4
Ideas / Re: Constant Trader
October 27, 2015, 02:47:02 PM
It'll be cool to trade with any faction that isn't hostile towards you at any time by contacting them in using the comms console.  The relationship number would determine the quality of the deal.  Higher relationship number, better the deal for you.  If you trade with a faction that has a very high relationship number with you, they might even throw in a free gift for just being their friend.  And if you throw in a free gift to them, your relationship number will grow based on the value of the gift.
#5
General Discussion / Re: Production
October 21, 2015, 09:49:05 PM
I tell you what, after playing the ultimate overhaul mod, I just can't go back to vanilla.  One more thing that is important.  Keep in mind that each game save (your colony) is intrinsically tied to the mods that were present when you started the colony.  So, once you start a new colony with a selection of mods, it's not advisable to remove or add new mods and use the same game save.  When I removed the Seeds Please and Darkness mods and continued using my colony save, it worked, but later on, it started freezing up every so often.  I since started a new colony and didn't have that problem.  So whenever you start a new colony, make sure you're using the mods that you want to use before starting it.
#6
General Discussion / Re: Production
October 21, 2015, 09:02:41 PM
Quote from: GOForce3 on October 21, 2015, 08:46:04 PM
Quote from: facc00 on October 21, 2015, 08:10:51 PM
@ goforce did you put me on a wild goose chase to a pay to download mod?

https://ludeon.com/forums/index.php?topic=16365.60

Yeah, I guess I did.  Sorry about that, it was unintentional.  The point I was trying to make was that there are awesome mods and mod packs that greatly enhance the game.

After I downloaded and the ultimate overhaul mod, there was a big event and that mod pack was taken off the forums and the creator's web site with all the links and instructions on how to install it was taken offline.  TheGent is making a successor to it and will probably be even better.

A while back I found a post where TheGent had a link to download the actual ultimate overhaul mod pack from his dropbox, but I can't seem to find it again.  If I find it, I'll post a link to it to that post.  Sorry about that man.

Found it :)
https://ludeon.com/forums/index.php?topic=16368.msg177557#msg177557
Or you can go directly to the link:
https://www.dropbox.com/sh/wq23b8uptn0d8gv/AAB7K_XLQSwnn1yfIydwxsTKa?dl=0

I personally don't like the Seeds Please and Darkness mods, and there's patches if you want to disable those mods.  I don't like Seeds Please becuase in order to plant crops, you have to obtain seeds for them first.  My colony almost starved to death because I couldn't get any dumb seeds and after several weeks (game weeks), I disabled the mod and my colonists were FINALLY able to plant crops and my colony took off from there and prospered.

I don't like the Darkness mod because at night, it's hard to see anything at all.  It's way too dark.  Realistic, sure, but annoying.

There are patches that you need to install if you plan on disabling those two mods.  You basically have to unzip the files from the patches into your Mods folder and then manually disable the mods from the mods manager (it is a mod as well).

There's a ModsConfig file that replaces the ModsConfig.xml file in your game save folder (%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld\Config).  What that file does is put the all those mods in the correct order.  The order is very important for many of the mods to work right, and there are A LOT of mods in the mod pack, so it's a HUGE time saver to just replace that file with the one made for the pack.
#7
General Discussion / Re: Production
October 21, 2015, 08:46:04 PM
Quote from: facc00 on October 21, 2015, 08:10:51 PM
@ goforce did you put me on a wild goose chase to a pay to download mod?

https://ludeon.com/forums/index.php?topic=16365.60

Yeah, I guess I did.  Sorry about that, it was unintentional.  The point I was trying to make was that there are awesome mods and mod packs that greatly enhance the game.

After I downloaded and the ultimate overhaul mod, there was a big event and that mod pack was taken off the forums and the creator's web site with all the links and instructions on how to install it was taken offline.  TheGent is making a successor to it and will probably be even better.

A while back I found a post where TheGent had a link to download the actual ultimate overhaul mod pack from his dropbox, but I can't seem to find it again.  If I find it, I'll post a link to it to that post.  Sorry about that man.
#8
General Discussion / Re: Production
October 21, 2015, 06:28:19 PM
There are mods that will add that functionality.  I downloaded and installed the ultimate overhaul mod that adds the ability to make all the weapons and armor in the game along with adding TONS of different guns, armor and clothing that all can be crafted once you research the right technologies and build the right production tables.  You can craft 99% of everything in the game.  There's a hauler and cleaner bot that I don't think you can craft (at least I never found a way to craft them) and a few joy items like a TV set and telescope, but that's about it.
#9
General Discussion / Re: Chicksplosions
October 13, 2015, 02:48:25 PM
I get tons of silver for selling my extra chickens.  They're a money maker for sure!  The eggs also help in times where meat might be scarce (or maybe butchering extra chickens, but I'd rather get $$ for them).  You can make fine meals with eggs and veggies.
#10
General Discussion / Re: Development Stopped?
September 28, 2015, 06:14:56 PM
Quote from: Tynan on September 28, 2015, 11:54:56 AM
However Piotr is working fulltime on the game under my ongoing direction. If he works all the way through, the next release may have quite a bit of new stuff in it indeed. Possibly 2x or more the usual man hours in an alpha (though much of it may be non-obvious refactoring work.)

Any sneak peeks you can share with us?  And maybe a ballpark time frame when the new updated will be released?  It's exciting to see that there will be a major update coming.
#11
General Discussion / Re: Development Stopped?
September 26, 2015, 05:16:00 PM
I love this game like anyone else and am enjoying the mods. The problem I have is that Tynan is charging quite a lot for an early access game. He's making money on it, and since people are paying him good money for this game, he should put as much effort as he can to continually update it.  Yeah, you got to give the guy serious props for getting the game where it is now, and one person can only do so much.  But try to see things from other perspectives.  $30 is a lot of money for some people and it is disappointing to get the feeling that you're left hanging by the developer.  Maybe better communication from Tynan to the community about the current state of the game and development plans.  I think that if those people are reassured that the game will be further developed, they'll be satisfied with that 
#12
Ideas / Re: Battle stations and combat roles.
September 15, 2015, 08:02:01 PM
Very nice idea.  You can then designate a battle station, or maybe even multiple battle stations and you can click a button to tell that person to be drafted and also man that station.  In the case of a medic, he/she can be on standby and soon as someone is injured and not being attacked will immediately treat that person or if that person is seriously injured or incapacitated, automatically rescue that person and take him to the nearest medical bed.
#13
Ideas / New Items to Build
September 15, 2015, 07:56:36 PM
It'll be neat if you could build a general crafting table and utilizing that to make tools like a wheelbarrel or cart so they can haul lots of stuff around quickly.  I would also think it'll be cool to make specific tools using that table for certain jobs, for example a better mining drill that someone can equip to mine quicker.  The drill would be equipped instead of a weapon.  Also, at the tailor bench, they can make tool belt that would allow the person to equip a tool along with a weapon.  Or maybe other clothing accessories that would allow multiple weapons to be carried or a gun and a melee weapon, or a grenade bandoleer to carry grenades along with a gun and/or melee weapon.  Maybe even research power armor technology and craft it using said crafting table to not only have much better armor, but multiple weapons and a personal shield too.