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Messages - maculator

#61
Great mod. Just a bit CPU-hungry :/
Would you concider adding options to turn off different features? Would that enhance performance?
Also presistent settings for the skills tab would be neat.
But in total its a verry usefull tool that displays alot of informations, thanks!
#62
General Discussion / Re: Share your trick
September 24, 2017, 10:03:43 AM
Does anybody have some cool ideas what to do with those cryo-tubes? (forgot the propper english name for it)
Can you just put some addicted person in them and let them sleep it out or will the addiction last? What else could one do with them?
#63
General Discussion / Re: Share your trick
September 24, 2017, 07:57:06 AM
Quote from: Lady Wolf on September 24, 2017, 07:55:22 AM
To help offset the lengthy mood debuff of addicts when you're trying to break them of the addiction schedule joy activites for an hour every 3 hours of waking time, or alternatively schedule them to sleep 20 hours a day, the less they're conscious the less mental breaks they have.

Interresting. What about sedating them?
#64
Quote from: LordMunchkin on September 24, 2017, 05:19:03 AM
Then build steel traps; lots of them, 2 3x2 rows should be enough in the beginning but you'll eventually want 10x that.

Lol, this isn't the "how to push your wealth to the limit and get raided every 2.1s" -thread.
#65
General Discussion / Re: Share your trick
September 24, 2017, 07:14:16 AM
When you selected the future location of your base, visit it, pause the game and check wich paths your colonists would take to reach various mapedges. If you see any bottlenecks on their way you can place a few traps there to just weeken them while they approach you. Or you can see where you could/should place a bunker with good view on a mersh or open field.

Walling yourself in is cheesy and boring, placing a hand full of traps in bottlenecks and constructing small bunkers arround your base in places with terrain advantages is fun!
#66
Ideas / Re: Auto undraft = bad
September 24, 2017, 07:05:17 AM
The line under the colonist symbol is like 1px high. And on a decent screen its fairly easy to overlook. Especially when you're in a hard fight And aftwerwards you're buisy patching up your colonists/base/animals and you simply forgett about your drafted buddies.

Colonists should stay drafted until they colappse, but something on the screen should give you an obvious warning about them beeing drafted.
As long as I see whats going on I don't want them to undraft themselves, the player should have 100% control.
#67
Lol for some of those things you said you don't even know how you would do it, but you did. You're amazing.
Configurable Maps really is one of the best mods, thanks.
#68
Mods / Re: [Mod Request] Chunk Stacker
September 24, 2017, 05:32:50 AM
Quote from: Canute on September 24, 2017, 03:28:15 AM
Expanded storage, the skip can hold 12 chunks at 2x1 tile.
https://ludeon.com/forums/index.php?topic=14177.0
Thanks I always found the description too short and never knew what to expect from the mod... I still don't, exept the chunks thing. I'll download it and examine it closer now that Ivaguely know what to expect.
#69
Mods / Re: [Mod Request] Chunk Stacker
September 23, 2017, 08:11:27 PM
I guess this does what you want:
https://ludeon.com/forums/index.php?topic=28653.0
#70
Ideas / Re: Auto undraft = bad
September 23, 2017, 06:31:34 PM
Quote from: Mehni on September 23, 2017, 01:59:47 PM
Because players are perfect and never forget about that pawn they left standing somewhere, who is now starving himself to death. Don't worry, he'll auto-undraft when he goes berserk.
Well I think ppl should stay drafted even if they're about to break. Simply because there are many situations where you have to push them to the limit to make it through a hard raid and undrafting themselves because they're almost starving would mean certain death.

What I would suggest is either a red border arroud the portrait of a drafted colonist, like really red and shiny so you just HAVE to notice it. Or a red border arround the whole screen. Basically anything indicating you're in combat mode with drafted colonists would fix it.
Edit:

Like this:

Its a total overkill but at least you now see when someone is drafted^^
#71
Releases / Re: [A17/A16] Stack XXL
September 23, 2017, 06:12:31 PM
Quote from: BirdPrinceCece on September 23, 2017, 06:08:36 PM
Do you mind showing me a picture of what it should look like in the mods? I just unzipped it and moved the folder that was unzipped in to my Rimworld Mods folder.

The archive you get from the link contains 3 Folders (Defs, Asseblies, About) you take those folders, put them in a new folder (call it whatever you like) and put that folder into the mods folder of the game (next to "core", "hugslib" and the rest of your stuff)
#72
Ideas / Re: Visitor Interaction Options // Visitor Actions
September 23, 2017, 06:08:48 PM
Interesting thoughts.
I would like to have a "visitor zone". If you click a shelf you could (like you can with beds) toggle it to turn the room it is in into a visitor room. Visitors would only take the meals you put in this shelf and if they ate them all they know its time to leave... simple, polite, "vanillish".
Maybe some faction +points depending on meal quality/quantity and room quality (clean, chairs, table, joy, beautiful, spacious, etc.)
#73
Ideas / Re: Your Cheapest Ideas
September 23, 2017, 06:03:10 PM
Embrassures and windows.
Barbedwire and tilled mud.
More than one turret.
Wild animals breeding (never seen it happen so I guess it isnt a thing right now).
#74
Quote from: faltonico on September 06, 2017, 10:19:17 AM
I don't hate the mod, i simply wont use it, what i hate is the idea of Tynan using it in the base game, and knowing him, anything that adds drama is a good addition.
Drama is what defines the game! The moment your colony gets erased by a poison ship dropping right infront of your kitchen you get verry mad but after playing a new colony for a while you remember that moment and all the little stories of your past colony and you think "actually this was fun".
#75
General Discussion / Re: Share your trick
September 22, 2017, 10:24:48 PM
Not sure if you can call it a trick, but:
In the beginning I only use electricity for my fridge and I place my solar panel far away from the battery to have the zzzt event happen far away from both with a relatively high chance. I also keep the conduits as far away from my wooden fridge as possible and cut all the plants arround my setup.
I also tend to play fairly far with wooden houses since they keep the wealth down. This plus only farming/mining/building what you really really need keeps raids manageble until you get better gear.
Edit:

B-S     <--Battery + 1 Conduit + Solar Panel = 100% Chance a zzzt blows up everything.
B-------------------------S     <-- only ~4%