Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Fungus

#1
Support / Unable to download Steam mods
October 28, 2019, 05:38:12 PM
So, I'm one of those terrible people who refuse to use Steam. You could say I'm the opposite of a fanatic where they're concerned, but I won't go into that much here. However, one of the reasons why is because of the current situation: I have to get a steam account and log in to it in order to download RimWorld mods through their "Workshop", and maybe I need to generate my "Steam Key" too, who knows. It's been a while since I played so I'm not sure how the modding community currently stands, but that lock out on mod downloads for non-Steam users can eventually lead to a migration of modders using Steam's Workshop exclusively, meaning people like me are effectively barred access until we bite the bullet and get an account. Googling "RimWorld mods" leads to Steam as the first result, which gives me a really bad vibe. I reckon there will be a few mods out there that are unavailable to me right now, and that doesn't bode well.

Now, from what I've read, Steam has a setting that a developer can select in order to allow downloads without a Steam account, which is disabled by default. A quick search of games on Steam hasn't come up with any that I could download mods for, so maybe they removed this option. I certainly hope not. In my opinion it's a thinly veiled stick that Steam uses to beat players into engaging with their platform which they (used to, at least) silently place in the hands of the developer. It's subtle, manipulative and effective, and leads to them monopolising a user base.

Please, Tynan, turn it off if you can. I can't tell you how, all I can say is YOU (might) HAVE THE POWER! Unless you want all traffic to go through Steam. If that's the case I'll have to sadly (and bitterly) put aside RimWorld one day, and never recommend it to anybody again. From what I've read it might be difficult to find the toggle, so apologies in advance. I honestly believe it's the healthiest thing you could do for the game and the game industry at large, though. Too many games are inextricably bound to Steam and the quality of games being churned out on their platform is in a downhill spiral. If I were a dev I'd not want my game's community to become reliant on them at all. Then again, I wouldn't publish through Steam anyway, so it's a moot point.
#2
Mod bugs / Re: No colonists on new games
October 30, 2016, 09:32:16 PM
I had this and it turned out to be the mod load order as opposed to a single mod. I also had the entire game in the mods folder too, and two versions of the same mod... so it could jab been one of those causing it. Good luck! ;D
#3
Quote from: mumblemumble on April 17, 2016, 08:38:20 AM
I think disfigured should only effect mating attractions,  if that,  and like someone said,  scars can be viewed as cool. Just scars though.
Nah. It's all really complex. I find the beautiful / ugly traits already detract from the personality of the character as it's all a matter of opinion anyway. With the social effects it just makes the colonists look like sheep. An 'impression' statistic would be better, signifying how positively / negatively a colonist simply feels about another. There's no need to explain further. You could even have the same effects and it wouldn't feel as bad.

Though using the traits to mess with attraction would really bug me. My first crush had pretty bad burn scars, my second was born with half a right arm. I'm also attracted to people who aren't disfigured or conventionally ugly, but it all comes down to personality. Ugliness and beauty stem from that, at least for me. An old manager of mine had terrible psoriasis but it was their personality that was shockingly foul.

All that being said I've never played a game where the personality side felt right. Except Katawa Shoujo and Cantr, but those are a lot easier to get right. Full storytelling or full role play.
#4
Quote from: WHiZ on April 16, 2016, 07:13:11 PM
Quote from: Fungus on April 16, 2016, 07:06:29 PM
Dismar, thank you for this mod. My three teen girl urbworld urchins are now behaving predictably: surviving on ice cream, cake and rum. Unfortunately one of their mothers just crash landed, but that's ok because they have prison cells.

lol... don't forget to make some cookies too...
Yeah, they're on those as well now, but I forbid them. Traders will pay serious cash for cookies.
#5
And let's face it, they must know they're all going to die. They might as well achieve something.
#6
"Should have put a sock on it."
#7
What if those chickens are bred for war? What if that's a killer bunny? I think these raiders know what they're doing. They aren't taking any chances.

It's kind of like foxes and chickens: if you don't want dead livestock then make sure the coop is secure. But yeah, they could prioritise better.
#8
Dismar, thank you for this mod. My three teen girl urbworld urchins are now behaving predictably: surviving on ice cream, cake and rum. Unfortunately one of their mothers just crash landed, but that's ok because they have prison cells.
#9
General Discussion / Re: Toxic Fallout
April 16, 2016, 04:53:10 PM
I saw this thread and thought "oh yeah, haven't seen one of those in a while! That will be fun!" Now, my wish has been granted. The next day I was hit with an eclipse. Then blight. Two days ago a volcanic winter started. And now, on day six, a poison ship has crashed at the edge of the map, far from anything I can use as cover.

This thing is turning into Dwarven fun.
#10
General Discussion / Re: Nonsensical Sieges
April 15, 2016, 03:39:24 PM
Damn, I didn't know that. Then again, I always take the fight to them. I consider it a loss if they fire a single shell. You could always tame a boomalope and release that on them.
#11
Glad to know somebody else has the same experience! The mechanics are a little frustrating though. How do you tackle it? I decrease priority of hauling but I still get the idle colonist warning on occasion, which really shouldn't be happening.
#12
Seriously, try cleaning up. I used to have crippling epidemics, now I rarely get two infected colonists.
#13
I've got one from the first ten I made. I've not got any in trade for about two in game years. I'd kind of forgotten about it. So yeah, probably by the time my teens get dementia. They'll be able to watch megascreen the as well though.

Also, forgot to mention; I am in total agreement with the glitterworld stuff. It's just a tease, which is utterly backwards. It's something I just glance over now.
#14
General Discussion / Re: Them Mechanites!
April 15, 2016, 02:18:35 PM
Huh, not that I've noticed. I've got a few with mechanites. To confirm; treatment is best as it reduces pain and they disappear eventually anyway, it doesn't seem to matter if they get treatment or not.
#15
Quote from: Listy on April 15, 2016, 02:00:57 PM
Quote from: Fungus on April 15, 2016, 01:53:02 PM
Quote from: Listy on April 15, 2016, 01:42:40 PM
Pretty much yes.
Herbal Meds used everyday for anyone who needs them. Normally I have so many of the things.
Medkits for operations.
Gliterworld meds: Hahahahahaha... really you want me to pay for that?
Do medkits make a difference to operations? My main surgeon hits over 180% for treatment quality with herbal, their base success rate for surgery is over 100%. I've seen them fail but assumed medkits wouldn't make a difference.

From what I hazily remember. Each medkit has a bonus to any medical treatment roll. with Herbal meds the lowest bonus and Glitterworld meds the best.
Of course that's from memory etc etc.

I always thought that Gliterworld meds should be a magic bullet that cures everything the patient's got at that time, I mean we're talking super advanced stuff here. That along with a price increase would mean you have counters to ageing such as dementia. Of course at the next birthday it might come back, but hey... you're colony is rich. Right?
the above fits in with the lore as well.
But no its just a flat bonus to a medical roll, which renders it useless. Because by the time you've survived long enough to be purchasing them there's no one single colonist that you need to survive that much, and so what if someone dies? There's be another 100 potential recruits along in a week.
Yeah, exactly what I'd figured. Well, with good beds you don't even need a great doctor, hence why I think kits are best used for beds. I'm going for 10 masterwork, then 10 legendary, hehe. Will take many in game years at this rate though.