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Messages - Profugo Barbatus

#16
Hotfix for Refinery conflict now live - Save friendly, go ahead and redownload. Apologies gents, but at least it wasn't anything save breaking.

Quote from: Napple on December 29, 2016, 04:45:45 PM
Will there be Tiberium mutants.
There's already plans for Visceroids and potentially Tiberium Hounds. The forgotten, no solid plans as of yet.
#17
It should be safe to load into an existing save. Its recommended to always make a save beforehand, just in case, but it shouldn't conflict with anything that I know of.

As for spread, at this time, it doesn't affect world map hexes, so adjacent cells will be safe, at least, until new Tiberium is deposited.
#18
Quote from: Mattx0x on December 29, 2016, 12:10:38 PM
I saw this pop up on Github a few days ago along with Revamped, both ambitious projects, it's good to see them getting posted here showing good progress. I want to try, and this at least contains itself from not being a complete overhaul.

This was intentional. So far I've coded everything with consideration in part towards mod compatibility. I've no intention to make Tiberium Rim a one-stop shop of everything you'll ever need from a mod. Its got a goal, and the idea is to let it play alongside any other mods you have, to allow you to craft your own experience, as rimworld modding should be :P

Quote from: Zakhad on December 29, 2016, 11:28:50 AM
Does it come with hellmarch?

Hey, if the guy who does the music mod's interested, I'd be down for it. Dunno if it's got the same... Tone, as the rest of the rimworld soundtrack though :P

Quote from: faltonico on December 29, 2016, 12:28:13 PM
This is what Rimworld is lacking, some real bad outherwordly events, not just constant trolling to make the game "harder".
Congratulations on the release!


Thanks! Tiberium events *can* absolutely decimate a map, but only if you let them. They'll spread until you stop them, and the more there is across the map, the more you can take to use for your own needs. Its a dangerous resource solution, is what it is :P.
#19
Unfinished / Re: [A16] The Great War
December 29, 2016, 05:25:05 AM
Considering the size and weight of most great war machine guns, and the most common usage of them as emplacement weapons, I'd go for turrets.
#20
General Discussion / Re: Removing excess Rubble/Chunks?
December 29, 2016, 05:06:46 AM
Yea, Chunks make great additions to kill zones. Depending on the volume of fire your defenses put out, you can either use them to encourage a narrower lane of approach without having sappers tear it down, or just blanket the area and cripple the movement speed of everyone.
#21
General Discussion / Re: Cook doesn't make food?
December 23, 2016, 11:09:39 PM
If you think its a mod issue, it helps to list what mods you have running. Also, make sure *all* the mods are updated to A16, lots of stuff changed, and if the mod hasn't been updated yet, that could do it.
#22
Help / Re: Whatever happened to the modding Slack?
December 19, 2016, 08:32:16 PM
Huh, why did that not turn up in my search for Slack. Well, thank you.
#23
Help / Whatever happened to the modding Slack?
December 19, 2016, 08:11:33 PM
I remember back 'round this time last year, there was a public Slack fer modders to ask questions. Whatever happened to that? I'm hitting the point myself where I could use some advice on some C# mods, and forums aren't always the best way to figure whats what.
#24
I'd be interested in helping with this, actually. I've some experience modding with XML files, and I do have programming experience (Although I've never made anything for rimworld on that front) so I'd be willing to try and wrangle some of the C# functions.

Lore wise, Tiberium is valuable because it does have concentrated resources in it. I could see letting the player refine Tiberium into some basic resources and byproducts. If I remember correctly, a small percentage of its composition is just "unknown" so there'd be a bit of leeway in so far as what we let them refine it into.

I'd also be fine with making Tiberium unstoppable. With A16, players have the option of evacuating their bases. So if the Tiberium event triggers, and they can't control the spread, they can vacate. Combine that with its refining potential, and it could turn into an interesting risk/reward of keeping tiberium to mine, without getting out of control.
#25
Ideas / Re: More tech?
December 11, 2016, 02:14:18 AM
Now an education system, there's something that'd be interesting. Being able to bring my people up to 3-6 crafting skill (Where they become useful for generic material processing) would be really quite useful. Although, rather than making it a mandatory thing to hit higher levels, I'd instead see it as a way for high skill colonists to bring a large number of people up to low skill level fairly quickly.

You can teach the average person to run a machine in a few weeks, you could learn the bare-bones basics about emergency wound tending (Bit of a stretch, but you can perform a heart transplant with some plants and your bare hands, so basic dressings sounds pretty low level in comparison), and you can teach a conscript the basics of using a sword or a gun with a few weeks practice as well. Perhaps the bigger inhibiting factor could be the speech skill of the teacher, which puts additional caps on the levels they can teach, as they just don't know how to convey the more complex information. Then you'd end up with people who are better or worse teachers, in addition to their level in the skill being taught.

To just throw numbers out there, Max teachable level could be something like "(TeacherSkill/2)*(TeacherSpeechSkill/20)". So a 20 speech, 20 skill pawn would be capable of teaching another pawn up to skill 10. You'll never train elite marksmen or master smiths with it, but you'll be able to make a pawn competent at some tasks, without a player getting bored with skill 20 pawns across the board. 
#26
If the Attack function is a proper controllable fight, as opposed to just an off-screen dice roll ("The raid went well", etc), then I plan to play a militarized, conquest oriented colony and see how much of the world I can take over.

And then see how long that empire lasts.
#27
Well, for the first one, you can already sort of create that effect. Have your basic "Anything goes" stockpiles be low priority, and then set up small, one or two tile sized stockpiles near your crafting benches, restricted to a single resource, with a high priority for the stockpile setting. Pawns will prioritize moving stuff out of low stockpiles into high stockpiles based on how high the priority is. If your haulers are running really behind, you can restrict the crafting bench's ingredient radius to be small enough to only reach the local stockpile, so your crafters won't bother scurrying the map if things have gotten bogged up by say, moving raider loot inside. Don't forget to set the bills to be "drop on floor" when crafting though, otherwise you'll lose the speed advantage.

Dumping stockpiles just default to only having stuff like chunks and corpses enabled. As for not tracking stuff, that might be worth putting into the "cheapest ideas" section. A toggle "Do not count contents in inventory" option for stockpiles. Although I guess there could be exploit concerns for it if it not counting it into inventory also prevents it from adding to colony wealth.
#28
Ideas / Re: Shoot walls in home area
December 07, 2016, 11:24:16 AM
I've always been able to attack owned structures by clicking on my colonists weapon, then clicking the target. It doesn't show up in the right click menu, but going by the weapon icon lets you force-attack. *Maybe* its just the mods I run, but I'd remember installing a mod for that function, so I'm pretty sure its vanilla behavior.
#29
I tend to play for the strategy aspect. Specifically, I get a lot of satisfaction out of avoiding building into mountains, and instead building actual little walled cities, with the defenses spread along said walls, plus internal fallback points. I also turn up the desired pawn numbers on the storytellers to make sure I have enough folks around for a dedicated military, so that I've got a handful of pawns that won't cripple me if they die.

Usually end up with some neat battles, like sappers making it through the walls, and leading to a street by street fight, buildings burning and fighting from the rubble, or rushing a response force out to take out a siege camp while shells blow holes in my housing units and factories as the civilian pawns tuck away into the small rock formations that I turn into bomb shelters.

Suffice to say, the above play style should work *great* with the ability to attack hostile camps in A16, so I'm pretty excited for the update.
#30
General Discussion / Re: Rejecting Wanderers
December 05, 2016, 08:11:39 PM
Quote from: ChaosChronicler on December 05, 2016, 05:52:21 PM
Was going to, but I'm already running what 25 mods? Also I think it is CC dependent?

Hospitality has a non-CC version for A15 out. I don't remember accepting/rejecting wanderers, but then again I probably just hammered "accept" as soon as it came up. Admittedly, I use a mod that makes it so that no matter what, pawns can haul and clean, so at the very least I'm always getting menial labor.